and IR-RAD-TABLE are synonyms for the same command and can be used interchangeably. ...... first-player MOURNS -DEATH-OF second-player. ,NET-BUSY ...
Aß- oio- iS4 bSTo-Gb-Oiso
A Programmer's Reference to the Suppressor Simulation System Robert Whitehurst, Jane Phipps and Victor Kowalenko 4#"v!
APPROVED FOR PUBLIC RELEASE
no
© Commonwealth of Australia
DEPARTMENT, OF
DEFENCE
DEFENCE SCIENCE AND TECHNOLOGY ORGANISATION
A Programmer's Reference to the Suppressor Simulation System
Robert Whitehurst, Jane Phipps and Victor Kowalenko Air Operations Division Aeronautical and Maritime Research Laboratory DSTO-GD-0130
ABSTRACT This is a comprehensive reference to the Suppressor Simulation System, a powerful and flexible computer code which allows models of integrated military operations to be put into an Australian context. Such mission level models are vital ingredients to models of entire military campaigns.
RELEASE LIMITATION Approved for public release
DEPARTMENT
♦
OF
DEFENCE
DEFENCE SCIENCE AND TECHNOLOGY ORGANISATION
Published by DSTO Aeronautical and Maritime Research Laboratory PO Box 4331 Melbourne Victoria 3001 Telephone: (03) 9626 7000 Fax: (03)9626 7999 © Commonwealth ofAustralia 1997 AR-010-154 February 1997
APPROVED FOR PUBLIC RELEASE
A Programmer's Reference to the Suppressor Simulation System
Executive Summary This document is a comprehensive reference to the Suppressor Simulation System, an extensive and flexible computer code for the modelling large scale military operations. This simulation system, which is usually referred to simply as 'Suppressor', was initially commissioned to study Warsaw Pact penetration of NATO air defences. Suppressor's importance to AMRL lies in its ability to model the interactions of systems whose properties are defined by the analyst. Because of this military scenarios modelled with Suppressor can employ ADF equipment in an Australian operational context. This reference manual organizes all the instructions making up the Suppressor language in an hierarchical fashion. This allows for easy cross referencing of commands and eases the development of locally relevant scenarios. This reference manual is a companion to the guide to the Suppressor system which describes in much more detail the rationale of the Suppressor system and which is intended as a neophyte's introduction to the language. With these two documents it will be possible to construct complex and meaningful large scale models of military operations on a pan-Australian scale with the aid of the Suppressor Simulation System.
»»»«»UWWHM,^
Contents 1. THE TYPE DATA BASE 1.1. PLAYER STRUCTURE 1.2. THE TACTIC BLOCK 1.2.1. Co-ordination 1.2.2. Movement 1.2.3. Resource Allocation 1.3. THE SUSCEPTIBILITY BLOCK 1.4. THE CAPABILITY BLOCK 1.4.1. Mover 1.4.2. Weapon 1.4.3. Thinker 1.4.4. Communication Receiver 1.4.5. Communication Transmitter 1.4.6. Disruptor 1.4.7. Sensor Transmitter 1.4.8. Sensor Receiver
1 6 8 8 12 31 60 64 64 67 74 76 79 81 86 92
2. THE SCENARIO DATA BASE 2.1. SDB 2.2. NET-TYPE 2.3. DEFINED-SHARED-ZONES 2.4. SIDE 2.5. COMMAND CHAIN 2.6. PLAYER 2.7. LOC 2.8. ELEMENT 2.9. SYSTEM 2.10. TURN 2.11. POINT IT 2.12. FREQ 2.13. ALT-FREQ 2.14. FOCUS 2.15. PLANS FOR MOVEMENT 2.16. PATH 2.17. BOUNDARY 2.18. MODES OF-CONTROL 2.19. ZONE 2.20. USE-SHARED-ZONES 2.21. KNOWS 2.22. TOLD ABOUT
118 119 122 124 128 128 128 130 131 132 133 133 135 135 136 136 138 141 142 143 146 146 148
3. TIME HISTORY DATA ITEMS
149
DSTO-GD-0130
The Type Data Base
1.
The Type Data Base
The input of the data items in the TDB is in a fixed form which can be loosely categorized into five types, as described below. Note that some data items do not fall into any category and these will be discussed as they arise. 1. Dimensional Format DATA-ITEM-NAME DIMENSION 1 DIM-NAME ... DIMENSION 2 DIM-NAME ... INPUT-ITEM ... END DATA-ITEM-NAME
The number of dimensions and the form of the varies and are not always present. The precise syntax will be apparent from the description of the appropriate data item. The values entered in the first dimension list form intervals, with each item in the second dimension list occurring once for each of these intervals. Likewise the values entered in the second dimension list form intervals for which corresponding < input 3 > exist for the third list and so on. A simple example is: ANTENNA-PATTERN DIMENSION 1 AZ (DEG) 0.0 60.0 180 .0 DIMENSION 2 EL (DEG) -90.0 -65.0 -25.0 -5.0 20.0 40.0 80.0 GAIN (dB) -20.0 -5.0 20.0 30.0 15.0 5.0 -10.0 DIMENSION 2 EL (DEG) -90.0 -5.0 20.0 30.0 GAIN (dB) -25.0 -15.0 -20.0 END ANTENNA-PATTERN
90.0
DSTO-GD-0130
The Type Data Base 2. Name Format DATA-ITEM-NAME END DATA-ITEM-NAME
This is a simple list of names where each exists in the UAN. As an example consider the following: SNR-ELE-INTERACTIONS abn_comdr_rx intcp-b_rdr_rx END SNR-ELE-INTERACTIONS
DSTO-GD-0130
The Type Data Base 3. One-line Format DATA-ITEM-NAME
The number and form of the entries following the data item declaration will vary, the exact form and number will be apparent from the description of the appropriate data item, for example: MAX-PARALLEL-TRACKS
3
(NO-UNITS)
4. Block Format DATA-ITEM -NAME INPUT1 INPUT2 END DATA-:CTEM-NAME
The number and form of the entries varies and again the exact form will be apparent from the description of the data item. As an example consider the following data item with two inputs each being followed by a numerical value with physical units. MOVER-ALTITUDE-LIMITS MIN-ALT 0.0 (M) MAX-ALT 10000.0 (M) END MOVER-ALTITUDE LIMITS
5. Option Format DATA-ITEM-NAME END DATA-ITEM-NAME
This differs from the name format in that the entries form a list of options and are not names defined in the UAN. For example: MOVE-OPTIONS THREAT-AVOID END MOVE-OPTIONS
6. Units Used by Suppressor Units of measurement are treated quite carefully by Suppressor, and in many cases a choice of units can be made. Units are usually recognizable by their enclosure in parentheses. In some cases units not enclosed in parentheses are given as part of the command syntax. The abbreviations and names used for the various units are as follows:
DSTO-GD-0130
The Type Data Base Units of Length Label (M) (KM) (FT) (MILES) (NM) (ANGELS)
Unit metres kilometres feet statute miles nautical miles angels
SI equivalent 1.0 m km 1.0 0.3048 m 1.609344 km 1.852 km 304.8 m
Units of Time Label (MILLISEC) (SEC) (MIN) (HR)
Unit milliseconds seconds minutes hours
SI equivalent 1.0 ms 1.0 s 60.0 s 3600.0 s
Units of Speed Label (M/SEC) (KM/HR) (MPH) (FT/SEC) (KNOTS) (KTS) (NM/HR)
Unit metres per second kilometres per hour miles per hour feet per second knots knots knots
SI equivalent 1.0 0.2777 0.4470 0.3048 0.5144 0.5144 0.5144
m m m m m m m
s""s"1 s"1 s"1 s"1 s"1 s"1
Units of Acceleration Label (M/SEC/SEC) (FT/SEC/SEC)
Unit metres per second squared feet per second squared
SI equivalent 1.0 m s"2 0.3048 m s"2
Units of Mass Label (KG) (LBS)
Unit kilograms pounds
SI equivalent 1.0 kg 0.4536 kg
DSTO-GD-0130
The Type Data Base Units of Frequency Unit cycles per second hertz kilohertz megahertz gigahertz
Label (1/SEC) (HZ) (KHZ) (MHZ) (GHZ)
SI equivalent 1.0 s"1 1.0 Hz 1.0 kHz 1.0 MHz 1.0 GHz
Units of Mass Flux Unit kilograms per second kilograms per hour pounds per hour
Label (KG/SEC) (KG/HR) (LBS/HR)
SI equivalent 1.0 kg s"1 3600.0 kg s"1 1632.9 kg s"1
Units of Angular Measure Unit degrees radians steradians (solid angle)
Label (DEG) (RADIANS) (SR)
SI equivalent 0.01745 rad 1.0 rad 1.0 sterad
Units of Power Unit watts
Label (WATTS)
SI equivalent 1.0 w
Units of Energy Flux Unit watts per square metre
Label (W/M2)
SI equivalent 1.0 W m"2
Units of Radiance Label (W/SR/M2)
Unit watts per steradian per metre squared Dimensionless Units Label (NO-UNITS) (DB)
Unit no units decibels
SI equivalent LOW sterad"1 m"2
DSTO-GD-0130
The Type Data Base
1.1.
Player Structure
Player Structure
This data item defines the structure of a player type and it is required for all playertypes defined in the TDB. The structure is described in terms of the component tactics, susceptibilities, capabilities, locations, elements, systems and resources which constitute each player-type. A series of phrases are entered into the TDB in a hierarchical fashion to describe each player-type, as shown below: PLAYER-STRUCTURE TACTIC LOCATION ELEMENT SUSCEPTIBILITY CAPABILITY LINKAGES WITH END PLAYER-STRUCTURE The first entry in the PLAYER-STRUCTURE is the which identifies the particular player type from the list of players in the UAN. The subsequent entries are: TACTIC A player type can have any number of sets of tactics. Associated with each set is a tactic phrase giving that set a unique name so that any player-type within the TDB can access the same tactics. The tactic name is from the list of tactics in the UAN. LOCATION A location represents a collection of elements that are in the same physical place. There is one location phrase per location block. If a player has elements in several locations then there should be a location block for each. Every player must have at least one location. ELEMENT The first two entries are an element identifier and an element name from the list of elements in the UAN. The remaining two entries determine an element's nature, and how much of the element is on hand. can be set as DISCRETE, which means it can be completely destroyed, or CONTINUOUS, which means it can never be totally destroyed. If is DISCRETE then is a positive integer, otherwise it is a positive real number. The must be unique. SUSCEPTIBILITY An element can have zero or more susceptibility phrases. Not having a susceptibility means the element cannot be detected by a sensor. Each phrase must include a name from the list of susceptibilities in the UAN.
DSTO-GD-0130 Player Structure
The Type Data Base
SYSTEM If an element has no systems this phrase will be absent, otherwise there must be one phrase for each element. Firstly, it has a system category which identifies which sort of physical system the item represents. It can be one of the following: THINKER MOVER WEAPON DISRUPTOR SNR-RCVR SNR-XMTR COMM-RCVR COMM-XMTR A numerical value, , and a system name must be associated with each system as a means of identification. CAPABILITY Each system phrase included within an element must have a minimum of one Capability Phrase. Each phrase specifies a capability name from the list of these names in the UAN. The resource phrase can only be used for the following systems under the given conditions: 1) mover systems that use fuel, 2) weapon systems with ordnance, 3) weapon systems with ordnance that is modelled using future players, or 4) thinker systems which launch subordinates that are modelled as future players. The following table summarises the options based on the setting of :
< re s-amount >
MOVER
FUEL
CONTINUOUS
ORDNANCE
DISCRETE
FUTUREPLAYER FUTUREPLAYER
DISCRETE
Positive real Positive integer Positive integer
(KG) Or (LBS)
WEAPON
DISCRETE
Positive integer
(COPIES)
THINKER
(ROUNDS) (COPIES)
The is defined by the user in the UAN. LINKAGES WITH This is the last phrase and is required only if the player has systems which must be explicitly linked. Each entry joins two systems identified by numbers using the word WITH. Systems that must be linked are: 1) sensor receivers with sensor transmitters, 2) communication receivers with communication transmitters, 3) thinkers with sensor receivers, and 4) weapons with tracking sensor receivers.
DSTO-GD-0130
The Type Data Base
1.2.
Coordination Tactics
The Tactic Block
The tactics of each player are described in detail within the TACTIC block and can be divided into three sections: namely Co-ordination, Movement and Resource Allocation.
1.2.1. Co-ordination Issues concerning command, control and intelligence are dealt with here. The relevant data items are: COMM-LOSS-DECENT-TIME INTELL-CONF-FACTOR INTELL-REPORT-FREQ MAX-MSG-ATTEMPTS MAX-SNR-PERCEPTIONS MSG-RPT-GUIDE SENSOR-CONF-FACTOR SNR-RPT-GUIDE ZONE-CHARACTERISTICS COMM-LOSS-DECENT-TIME One-line Format Describes the minimum amount of time that must elapse before a decision is made to decentralize command because of loss of communication with the commander. The entries are , as a positive real number, with being one of (SEC), (MIN) or (HR). This data item is optional, but recommended. If it is omitted a subordinate will not assume control under any circumstances. INTELL-CONF-FACTOR Dimensional Format This data item is optional and is used to provide a table of confidence and decay factors to prioritize intelligence data provided by other players. Three types of perception processed by this table are: target track, target 'identify friend or foe' (IFF) and perceived target type. These are specified with the following format:
INTELL-CONF-FACTOR DIMENSION 1 PLAYER -TYPE DIMENSION 2 SNR- TYPE DIMENSION 3 INFO--TYPE TRACK IFF TARGET-TYPE CONF-FACTOR DECAY-FACTOR CONF-FACTOR DECAY-FACTOR CONF-FACTOR DECAY-FACTOR
where, occurs one or more times and is taken from the list of players in the UAN or is the keyword DEFAULT
DSTO-GD-0130
The Type Data Base
Co-ordination Tactics
The second DIMENSION list occurs once per , with each player having one or more named sensor receivers, where is a name drawn from the list of such receivers in the UAN. The third DIMENSION list occurs once per and is used to specify the types of perceptions influenced by the command; these are / , , representing the target's track, IFF status and the target's type respectively. The confidence factors are given as a real number selected from the interval [0.0, 9.0]. Each confidence factor is subject to an exponential decay factor, given as a non-negative real number. During the updating of a perception, the confidence factor of the incoming data is compared against a decayed confidence of the data currently stored for the perception. If the confidence of the new data is greater than or equal to that of the old perception, then the perception data will be updated. The new confidence and decay factors will then be stored along with the time at which the update took place. The default decay and confidence factors are 0.0 and 9.0 respectively, these values ensure that new data will always update existing perceptions. INTELL - REPORT-FREQ Dimensional Format This data item is required if players are to report to commanders and or subordinates using MSG-RPT-GUIDE or SNR-RPT-GUIDE. The item defines how frequently a player will report to its commander or subordinate with information it has received or gathered. There is only one dimension in the format. This is the entry CMD-CHAINTYPES and it identifies the command chains from the list in the UAN. It is paired with a rate specified in the entry RPT-RATE, which is a positive real number from the range (0.0,1.0] with units (l/SEC). MAX-MSG-ATTEMPTS One-line Format Defines the maximum number of attempts that will be made to a send a message that is not getting through to its recipient. The entry is a positive integer with (NO-UNITS). This data item is recommended for any player type that can talk to someone else in a situation where jamming can occur since, by default, only one attempt is made to send each message. MAX-SNR-PERCEPTIONS One-line Format Defines how many locations a player type with a sensor will know about directly at any one time. The entry is a positive integer with units (TGTS). The default behaviour, if this data item is omitted, is that no limitation is imposed on the number of perceptions that may be held at any one time. MSG-RPT-GUIDE Dimensional Format Defines which direction in a command chain a player can pass information about targets it has been told about (as opposed to having gathered the information itself). If
DSTO-GD-0130
The Type Data Base
Coordination Tactics
this data item is included then so must INTELL-REPORT-FREQ. There is only one dimension corresponding to the inputs: CMD-CHAIN-TYPES identifies the command chains from the list in the UAN. REPORT-RESPONSIBILITY determines in which direction the information can be passed. There are three choices which are: CMDR - information is passed up to a commander, SUB - information is passed down to subordinates, or BOTH - information is both passed up to a commander and down to subordinates. The following example serves as clarification: MSG-RPT-GUIDE DIMENSION 1 CMD-CHAIN-TYPES intell REPORT-RESPONSIBILITY CMDR END MSG-RPT-GUIDE
SENSOR-CONF-FACTOR Dimensional Format This data item is optional and is used to provide a table of confidence and decay factors to prioritize data provided by a player's own sensors. Three types of perception processed by this table are: target track, target 'identify friend or foe' IFF and perceived target type. These are specified with the following format: SENSOR - CONF - FACTOR DIMENSION 1 SNR- TYPE ... DIMENSION 2 INFO--TYPE TRACK IFF TARGET-TYPE DECAY-FACTOR CONF-FACTOR DECAY-FACTOR CONF-FACTOR DECAY-FACTOR CONF-FACTOR
where, The first DIMENSION lists one or more named sensor receivers where is a name drawn from the list of such receivers in the UAN. The second DIMENSION list occurs once per and is used to specify the relevant perceptions; these are , , , representing the target's track, IFF status and the target's type respectively. The confidence factors themselves are listed above. Each is a real number ranging from [0.0-»9.0] and with each is associated an exponential decay factor given as a nonnegative real number. During the updating of a perception, the confidence factor of the mcoming data is compared against a decayed confidence of the data currently stored for the perception. If the confidence of the new data is greater than or equal to the old perception, then the perception data will be updated. The new confidence and decay factors will then be
10
The Type Data Base
DSTO-GD-0130 Co-ordination Tactics
stored in the perception as well as the time at which the update took place. The default decay and confidence factors are 0.0 and 9.0 respectively, this will cause new data to always update existing perceptions. SNR-RPT-GUIDE Dimensional Format Defines which direction in a command chain a player can pass information about targets it has detected itself, using its own sensors. If this entry is used then so should INTELL- REPORT -FREQ. There is one more entry than the corresponding MSG-RPTGUIDE item. The allowable entries are: COMMAND-CHAIN-TYPES the name of the command chains from the list in the UAN, SNR-TYPE the name of the sensor from the list of sensor-receivers in the UAN, and REPORT-RESPONSIBILITY which determines in which directions data received from each sensor can be reported. As with MSG-RPT-GUIDE these are one of the three options: CMDR - information is passed up to a commander, SUB - information is passed down to subordinates, or BOTH - information is both passed up to a commander and down to subordinates. ZONE-CHARACTERISTICS Dimensional Format Defines which player types are allowed to report their observations. To whom they report is set by MSG-RPT-GUIDE and SNR-RPT-GUIDE. The format is one dimensional with two inputs: ZONE-TYPE where the list of names of the zone to which permission applies is specified. These names are taken from the list of zones in the UAN ZONE-PERMISSION occurs once for each zone-name linking the permissions to the zones. There are two choices of setting: MSG-RPT-OK this gives permission for targets to be reported to commanders based on message reporting guidelines SNR-RPT-OK this gives permission for targets to be reported to commanders based on sensor reporting guidelines. If this data item is omitted a player will not be allowed to report observations as the default value is no.
11
DSTO-GD-0130
The Type Data Base
Movement Tactics
1.2.2. Movement Movement is subdivided into the following categories and below each is listed the data items that are relevant to each type of movement. Reactive Movement: ACCELERATION-MODE INTERCEPT-MODE MOVE-TO-ENG PLAN-PATTERNS PURSUIT-MODEL-OFFSET Launch:
ATK-PRIORITIES MOVE-PLANS PLAN-ASPECT PLAN-PROFILE REVECTOR-DIST-THRESH
LAUNCH-CMD-CHAIN TF/TA/TA (Terrain Following/ Terrain Avoidance/Threat Avoidance) LOOK-AHEAD-DISTANCE MOVE-OPTIONS THREAT-VOLUME Reactive Movement ACCELERATION-MODE One-line Format Specifies the type of acceleration to be used when moving between points of a flight path. There is only one entry after the data item title and that can be either: UNIFORM, any change in speed between two flight path points will be linear across the entire distance between points. MAXIMUM, accelerates or decelerates the player using the MAX-ACCELERATION until the desired speed, defined at the next point, is reached. Any distance remaining is travelled at the new speed. If this data item is omitted the default is UNIFORM. ATK-PRIORITIES Dimensional Format Defines classes of targets. It is a one dimensional format with two inputs: LIST-NAME where the name of the class of targetable elements is entered from the list of manoeuvres in the UAN. This list of names occurs only once. TGT-ELEMENTS occurs once for each class name above in the corresponding order. The entries, after the TGT-ELEMENTS name, are the names of the associated elements from the list in the UAN This data item is used in conjunction with MOVE-PLANS and associates target's element names with the names of manoeuvres in the UAN so that these names can be used in these plans. INTERCEPT-MODE One-line Format Defines the intercept mode for a mover to use in attacking a target. There is only one entry and it is either:
12
DSTO-GD-0130
The Type Data Base
Movement Tactics
PREDICTED, the intercept route considers the heading and velocity of the target, and the resulting attack approximates a straight line towards the predicted intercept point PURSUIT the intercept route is toward the current target position resulting in the mover falling in behind the target. This is an optional data item and if omitted PREDICTED is the default. Block Format MOVE-PLANS These represent the contingency plans that might come into play when a player location moves in reaction to a stimulus. This data item is used in conjunction with ATK-PRIORITIES, PLAN-PROFILE, PLAN-PATTERNS and PLAN-ASPECT in the TDB and PATH or PLANS-FOR-MOVEMENT in the SDB. The format of MOVE-PLANS consists of one or more Plan Sentences, where each sentence describes a particular plan, as shown below: MOVE-PLANS PLAN (... ...) {Action Statement} or {Conditional Structure} or 'nothing' END-PLAN
END MOVE-PLANS
Each plan has a , an optional and a body describing what the player location does once the plan comes into effect. identifies each plan from the list of manoeuvres in the UAN. is also from the list of manoeuvres in the UAN and serves as an alias for an actual manoeuvre which is defined within the TDB. The identification of the argument with its alias is accomplished within the SDB so that many different arguments may be passed to the same plan, giving great flexibility in the use of the plan. A may occur zero or more times in the plan's argument list and if present this list is enclosed by parentheses with all individual arguments must be surrounded by spaces. If no is present their is no argument list and therefore no parentheses are needed. The plan's actions are achieved via the {Action Statement) or a {Conditional Structure}. The Action Statement is used if the location carries out an action unconditionally. The Conditional Structure is used if the actions of the player locations are based on some criterion. Action Statement When an Action Statement is used it has the following format:
13
DSTO-GD-0130
The Type Data Base
Movement Tactics
... AND occurs one or more times, with the keyword AND used to connect phrases, and is one of the following:
NOW-USE-PROFILE is either a serving as an alias for a PLAN-PROFILE defined in the TDB or is the name of such a PLAN-PROFILE declared in the UAN. This entry causes a player location to perform a vertical manoeuvre which is described in a PLAN-PROFILE data item. NOW-USE-PATTERN {using-phrase} is either a serving as an alias for a PLAN-PATTERNS data item, defined in the TDB, or is the name of such a PLANPATTERNS item declared in the UAN. This entry causes a player location to perform a three dimensional manoeuvre which is described in the relevant PLAN-PATTERNS data item. The {using-phrase} is optional and can be used to align the pattern with the mover's current heading, or to cause the mover's sensors to be turned on or off during a manoeuvre. The {using-phrase} for changing sensor states has the following syntax:
USING TURN where,
DURING
is either ON or OFF, is the system identification number of the sensor, is the sensor's name drawn from the UAN, and is any one of: CLIMB, CLIMB/DIVE, DIVE, CLIMB/TURN, TURN, DIVE/TURN and CLIMB/DIVE/TURN. The {using-phrase} can also be used to rotate the whole pattern so that the heading of the mover does not change as it begins the pattern. This is accomplished with the phrase: USING REL-HEADING EXECUTE PLAN (......) is either a alias for or the actual name of a MOVE-PLANS plan declared in the UAN. The occurs zero or more times, if present then all such arguments are enclosed in parentheses and surrounded by spaces; each is itself either a or the name of a manoeuvre from the UAN. The serves as a for the invoked MOVE-PLANS plan, . This entry allows a player to dynamically change plans. The plan to be executed can be the same plan as the plan currently being executed, i.e. plan's can be called recursively. The use of arguments allows the plans to receive, pass and use additional data which can be flexibly defined within the SDB.
14
DSTO-GD-0130
The Type Data Base
Movement Tactics
EXECUTE SDB-PLAN AT-CHECKPOINT This action allows a player to return to its planned path as defined in the SDB. This action must be preceded by a GOTO POINT command. When the named checkpoint is reached, the SDB path is resumed. GOTO POINT This entry causes the player executing the action to go to a certain point. The is either a checkpoint name included in an SDB PATH or PLANS-FOR-MOVEMENT data item or an argument that refers to the checkpoint. GOTO POSITION TGT This entry has two different meanings. If it is used in conjunction with PLANPROFILE the entry causes a player to move towards the position of the target following the route defined in the PLAN-PROFILE. If no PLAN-PROFILE is given then the player will simply move directly towards the current position of the target. EXECUTE SUSPEND MOVEMENT This entry causes a mover to suspend its movement, in anticipation of resuming at a later time. When used in conjunction with NOW-USE PROFILE, the movement will be suspended after the last profile point. When used with GOTO POINT or GOTO POSITION TGT, the movement will be suspended after reaching the indicated point. Finally, if neither PROFILE nor POINT are specified, movement will be suspended immediately. FOCUS-ON PRIORITY is either a serving as an alias for an ATK-PRIORITIES target class defined in the TDB or is the name of such an ATK-PRIORITIES target class declared in the UAN. This entry causes a player to select a class of targets to attack. NOW TERRAIN-FOLLOW-AT ORIGINAL-ALTITUDE These entries are used in combination to specify the altitude above ground level at which the player should fly. is a real number with chosen from (M), (KM), (FT), (MILES) or (NM). The ORIGINALALTITUDE option is used to return to the altitude specified in the BOUNDARY input item in the SDB. NOW STOP TERRAIN-FOLLOW This item causes a mover to immediately cease terrain following, regardless of the entries in the MOVE -OPTIONS table in the TDB tactic block. NOW EVALUATE-AFTER This item causes the player to wake-up after a specified amount of time has elapsed in order to evaluate the conditions of the current plan. It should only be used to evaluate those plans executed while not attacking a target. Periodic reviews of such things as FUEL-REMAINING can be scheduled by invoking this action. Wake-ups scheduled by this data item will evaluate the plan current at the time of the wake-up, which will not necessarily be the same plan that
15
DSTO-GD-0130
The Type Data Base
Movement Tactics
scheduled the wake-up. is a real number with drawn from either (SEC), (MIN) or (HR). NOW PRINT NEW-PATH
This item will print the current flight path in the model output listing, it is useful for monitoring the progress of a player through its manoeuvres. NOW-USE INTERCEPT-MODE {WITH-OFFSET }
This item will dynamically change the intercept mode used when attacking a target and when the intercept mode is changed to PURSUIT, an offset may be specified. is either PREDICTED or PURSUIT. is a real number with of (M), (KM), (FT), (MILES) or (NM). Use of this item will override values specified in the TDB. NOW-USE ASPECT is either a serving as an alias for a PLAN-ASPECT defined in the TDB or is the name of such a PLAN-ASPECT declared in the UAN. This item will make the mover follow the route defined in the specified aspect pattern in the PLAN-ASPECT table in the TDB. Note that in the actions above where the use of a PLAN-PROFILE has been referred to, a PLAN-ASPECT may be substituted for the PLAN-PROFILE. Conditional Structure A 'Conditional Structure' is used whenever any actions are contingent on selected criteria. It is composed of conditional statements, which in turn define a set of one or more criteria, and an action that will be carried out if these criteria are true. The conditional structure can include three types of conditional statement, WHEN, BUTWHEN, and OTHERWISE used in the following format: WHEN (Condition Expression) (Action Statement) or (Then Statement)
BUT-WHEN (Condition Expression) (Action Statement) or (Then Statement)
OTHERWISE (Action Statement)
The WHEN statement must occur exactly once, the BUT-WHEN statement occurs zero or more times and the OTHERWISE statement occurs zero or once. The (Action Statement) has been described above. The (Then Statement) expands the
16
DSTO-GD-0130
Movement Tactics
The Type Data Base
capabilities of any of the conditional statements by allowing them to contain further nested conditional expressions and has the following format: THEN: {Conditional Expression} END-THEN
The (Condition Expression) occurs exactly once in the places indicated in the above format statement and describes a condition to be tested with the following format: ... AND
NB: Only one (Condition Expression) can occur at a time, but it can contain more than one condition combined with the AND connector. Each is either an equivalence entry or a threshold entry. Equivalence entries test equality between the conditions and threshold entries test a dynamic condition by comparing a continuous variable with a some specific threshold value. The options for each entry are listed in the table below. Following the table is a detailed explanation of the form of each entry. Equivalence Entries BEEN-ASSIGNED PERCEPTION-SOURCE SNR-STATUS TGT-TYPE
< argument-name > 3D-TGT-L0C
Threshold Entries AVAILABLE-RESOURCE ELEV-ANGLE-TO-TGT FUEL-REMAINING HDG-CROSS-ANGLE LAST-SENSED MY-ALT MY-HDG MY-SPD REL-SUB-HDG REL-TGT-ALT REL-TGT-HDG TGT-ALT TGT-ASPECT-ANGLE
TGT-HDG TGT-SPD TIME-LAPSE TIME-SEPARATION TOTAL-TARGETS TOTAL-TIME 2D-CLOSING-SPD 2D-DIST-TO-INT 2D-DIST-TO-TGT 2D-REL-TGT-OFFSET 2D-REL-TGT-UP/DOWNRNG 3D-DIST-TO-TGT
Equivalence Entries These conditions test for absolute equality in the criterion.
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BEEN-ASSIGNED This entry tests if the current target has been assigned to this player by the commander. NB: a player disaggregated from a weapon is automatically assigned to the target at which the weapon fired. The options are: is is-NOT
YES NO
PERCEPTION-SOURCE This entry tests the source of the target perception. The options are: IS IS-NOT
DIRECT -INTELIi INDIRECT-INTELL
IS DIRECT-INTELL implies that the moving player is actually sensing the target with its own sensor and IS INDIRECT- INTELL implies that the moving player has received intelligence from another player about the target. The values and are from the lists of sensor receivers and players in the UAN, and specify a particular source of the direct or indirect intelligence. SNR-STATUS There are two options here: SNR-STATUS IS
DETECT LOSE-DETECT
SNR-STATUS IS DETECT is true when a target is a candidate for a lethal engagement or a lethal engagement is proceeding against the target; SNRSTATUS IS LOSE DETECT is true if a lethal engagement is being cancelled for the target or if the target is not a candidate for a lethal engagement. For this condition to work correctly a LETHAL-ENGAGEMENT block of tactics must be present in the player's RESOURCE-ALLOCATION entry in the TDB. TGT-TYPE This entry compares the target currently being considered with a specific element name. The options are: is is-NOT
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This entry compares the actual value of an argument in the Plan Sentence with a specified value. The format is: < argument-name >
IS IS-NOT
Both the and the are taken from the list of manoeuvres in the UAN. 3D-TGT-L0C
This entry determines whether the target location is within a particular zone associated with the mover's location. The options are: WITHIN OUTSIDE
is from the list of zones in the UAN.
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Threshold Entries These conditions test the relationship between the dynamic condition being tested and the value of a specific threshold. In the following descriptions refers to a real number and to a positive real number respectively. AVAILABLE-RESOURCE the quantity of ordnance of a particular type that is remaining The options are: > TC] or [-180°->180°]. FUEL-REMAINING the amount of fuel left. The options are: > 180°] or [0.0->7i]. TOTAL-TARGETS The total number of known targets. The options are: > 180°] and [0-MT]
The sense of the target's aspect angle "Thedis'tancefrom"' the target
LEFT or RIGHT
(DE6) DIR
DIST
(M) (KM) (FT)
(NM) (MILES) Z
(M) (KM) (FT)
(NM) (MILES)
Z-REF SPD
(M/SEC)
(KM/HR)
The altitude of the mover The reference frame for the altitude The mover's speed at each way-point
non-negative real number real number AGL, MSL, REL/CURR or REL/TGT
real number
(FT/SEC) (MPH)
SPD-REF TURNRADIUS
(M) (KM) (FT)
(NM) (MILES)
The reference frame for the speed The minimum turn radius of the mover at the current speed
ABS, REL/CURR or REL/TGT
non-negative real number
The following example shows the format of the table, with its header line and point data entries: ANGLE (DEG) 45.0 30.0 10.0
DIR
DIST
LEFT LEFT LEFT
(KM) 6.0 3.0 1.0
Z (M) 1000.0 500.0 100.0
Z-REF
SPD
SPD-REF
TURN-
REL/TGT REL/TGT REL/TGT
(MPH) 100.0 100.0 100.0
REL/TGT REL/TGT REL/TGT
RADIUS (M) 1900.0 1900.0 1900.0
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Note that the units used in defining the way-points are identified in the header, so that all way-points must use the same units. The references have the following meanings: AGL is above ground level, MSL is mean se level, REL/CURR is relative to the current altitude or speed of the mover and REL/TGT is relative to the current altitude or speed of the target.
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Dimensional Format PLAN-PATTERNS This describes three dimensional manoeuvres used in movement plans. Unlike PLANASPECT and PLAN-PROFILES a PLAN-PATTERN is not defined in terms of a target's location but rather in terms of fixed co-ordinates in the scenario. It is therefore useful for putting players into holding patterns or to give them arbitrary manoeuvres around arbitrary points. A player location will start from some specified point and either enter a repeating or a non-repeating manoeuvre with the starting point relative to a point in the path. Plan patterns should only be included if a player type has patterns mentioned in a MOVE-PLANS data item. The format has a single dimension which consists of PATTERN-TYPE followed by a list of 's from the list of manoeuvres in the UAN. This is followed by a header line for a table. Each table begins with a header, which may be continued on more than one line. Each point data entry represents a way-point in the manoeuvre, and describes the player's position, speed and minimurn turn radius at that point. The header's component labels are defined in the table below: Allowed Units (M) (KM) (FT) (NM) or (MILES)
Form of Input
y
(M) (KM) (FT) (NM) or (MILES)
z
(M) (KM) (FT) (NM) or (MILES)
Label X
REF
SPD
(M/SEC) (KM/HR) (FT/SEC) or (MPH)
SPDREF1 TURNRADIUS DIR
(M) (KM) (FT) (NM) or (MILES)
Comment Mover's x-coordinate relative to starting jpoint Mover's y-coordinate relative to starting point The altitude of the mover
Form of Entry real number
The reference frame for the altitude
AGL, MSL, REL/CURR Or REL/TGT
The mover's speed at each way-point
positive real number
The reference frame for the speed
ABS, REL/CURR or REL/TGT
radius of any implemented turn
positive real number
A direction for the movement
RIGHT, LEFT, STRAIGHT, STOP or SHORTER
real number
real number
1
SPD-REF is an optional entry which can be completely omitted. In this case all speeds are absolute, so that this is equivalent to having used ABS for all entries.
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The following example shows the format of the table, with its header line and point data entries: PLAN-PATTERNS DIMENSION 1 PATTERN-TYPE racetrack X (KM) Y (KM) Z (M) REF SPD (M/SEC) TURN-RADIUS (M DIR 0.0 0.0 9000.0 MSL 175.0 4500.0 RIGHT 0.0 100.0 9000.0 MSL 175.0 4500.0 RIGHT 40.0 100.0 9000.0 MSL 175.0 4500.0 RIGHT 40.0 0.0 9000.0 MSL 175.0 4500.0 RIGHT END PLAN-PATTERNS
This example is of a repeating manoeuvre whose origin coincides with the first point on the path, i.e. the position of the mover when the pattern was begun. Note that the units used in defining the way-points are identified in the header, so that all way-points must use the same units. The references have the following meanings: AGL is above ground level, MSL is mean sea level, REL/CURR is relative to the current altitude or speed of the mover and REL/TGT is relative to the current altitude or speed of the target. The 'directional' keywords which form the last entry of each way-point can either indicate the sense of a turn, i.e. RIGHT or LEFT, or that the mover continues in a straight line without turning, STRAIGHT or they can be used in a different sense entirely to indicate if a manoeuvre repeats or not. In this case a final entry of STRAIGHT or STOP indicates that the pattern is non-repeating and the deprecated keyword SHORTER indicates that it repeats. (Use RIGHT, LEFT or STRAIGHT instead.)
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PLAN-PROFILE Dimensional Format Describes the path to be followed by an attacking aircraft defined in terms of the target's range and altitude. This data item is required only if the NOW-USE PROFILE action item is present in the player's MOVE-PLAN. This data item provides alternate altitude/speed modes of travel by which a player location with a specific weapon type, can approach a specific target. This is based on the distance from the target. The format is three dimensional corresponding to PROFILE-NAME, 2D-DIST-REL-TGT and ALT-REL-TGT. These entries are summarized in the following table: DIMENSION 1
List Name PROFILE-NAME
2
2D-DIST-REL-TGT
3
ALT-REL-TGT
Form of Entries
Description The profile names are drawn from the UAN's list of manoeuvres
(M), (KM), (FT), (MILES) or (NM)
Two or more non-negative real numbers in ascending order
(M), (KM), (FT), (MILES)
or
(ANGELS)
Two or more real numbers in ascending order.
An example with a single 'air_intercept_profile' is: PLAN-PROFILE DIMENSION 1 PROFILE-NAME air_intercept_profile 2D-DIST-REL-TGT (KM) 0.0 5.0 10.0 30.0 100.0 DIMENSION 2 ALT-REL-■TGT (KM) DIMENSION 3 -5.0-1.0 0.5 5.0 DIST (KM) ALTITUDE (M) SPD (M/SEC) REF TURN-RADIUS (M) -1000.0 275.0 REL/TGT 1900.0 12.0 5.0 275.0 REL/TGT 1900.0 0.0 265.0 REL/TGT 1900.0 -9.0 500.0 DIST (KM) ALTITUDE (M) SPD (M/SEC) REF TURN-RADIUS (M) 400.0 275.0 REL/TGT 1900.0 15.0 0.0 275.0 REL/TGT 1900.0 0.0 250.0 270.0 REL/TGT 1900.0 -9.0 DIST (KM) ALTITUDE (M) SPD (M/SEC) REF TURN-RADIUS (M) 500.0 275.0 REL/TGT 1900.0 12.0 5.0 275.0 REL/TGT 1900.0 0.0 -9.0 200.0 285.0 REL/TGT 1900.0 ALT-REL-•TGT (KM) DIMENSION 3 -5.0-1.0 0.5 5.0 5 to 10 km> 180.0°] or
EL
(DEG) Or (RADIANS)
Real number in the range [-90.0°->90.0°] or
(DB)
Real number
[0.0H>TT]
[-7l/2->7t/2] GAIN
There is an assumed left-right symmetry in azimuth, but no up-down symmetry in elevation. Dimensional Format ANTGR-PATTERN An alternative to ANTENNA-PATTERN for sensor transmitters. It defines the parameters which specify an antenna pattern using built in tables. There are four required inputs: PATTERN-ID identifies the antenna pattern number. This is entered as a real number with (NO-UNITS). Since the pattern numbers are contained in an unavailable US document this command is not really useful for non-US users. GAIN-CORRECTION is an amplitude adjustment value entered as a real number with units of (DB). This adjustment is added to each gain value. MIN-GAIN is the minimum gain value for this antenna also entered as a real number with units of (DB). EL-ROTATION is used to rotate the pattern in elevation, either up with a positive real number or down with a negative real number. These have units of either (DEG) or (RADIANS). Block Format AZIMUTH-SLEW-LIMITS This data item provides a way to represent the left and right physical slewing limits of an antenna, if this data item is omitted the sensor can slew to point in any direction. The azimuth slew limits are relative to the heading of the location which includes the sensor transmitter. The heading for a moving location is aligned with its velocity vector and the heading for a stationary location can be assigned using HDG: in the SDB LOC: sentences, or changed dynamically using WITH-TGT-CUING or WITH-SDBCUING phrases in the resource allocation. There are two required inputs LEFT-AZ: and RIGHT-AZ: each one being followed by a positive real number for an azimuth angle from the range [0-»7t] or [0.0->180.0] with units of either (RADIANS) or (DEG). One-line Format CHANGE-FREQUENCY-DELAY This data item defines the time required by a transmitter to change to an alternative frequency in order to avoid a jamming signal. The delay is given as a positive real number with units of (SEC), (MIN) or (HR). Alternative frequencies are used only if these are defined in the SDB and the jamming signal exceeds all other noise by the relevant J/N-NOISE-OPERATOR-THRESHOLD or J/N-PULSE-OPERATOR-
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THRESHOLD as defined in the DETECTION-SENSITIVITIES of the linked radar receiver. If no delay is defined for the use of the alternative frequencies the frequency change is assumed to be instantaneous. COSECANT-PATTERN Dimensional Format This entry is an alternative to the use of an ANTENNA-PATTERN. It allows an antenna having a cosecant squared pattern to be defined using just six entries. Cosecant squared antennae are designed to maintain a constant return from a target which is approaching at a constant altitude. The maximum and rninimum gains of the antenna are specified in units of (DB) using the items: PEAK-GAIN is the maximum gain of the antenna pattern MIN-GAIN is the minimum gain of the antenna pattern These are followed by the pattern's azimuthal beamwidth: AZ-BEAMWIDTH is the beamwidth of the antenna pattern in the azimuthal plane In elevation three angles must be specified to fully describe the antenna's gain: MIN-EL-FOR-PEAK-GAIN is the minimum elevation at which the gain of the antenna pattern has the value PEAK-GAIN. At elevations less than this value the gain of the antenna is specified by the MIN-GAIN. PEAK/CSC2 -BOUNDARY-EL is the elevation angle which divides the part of the antenna pattern which has PEAK-GAIN from the cosecant squared portion of the pattern. This is the lower boundary of the cosecant squared portion of the antenna pattern. MAX-EL-FOR-CSC2 is the upper limit of the cosecant squared portion of the antenna pattern. At elevation angles greater than this angle the antenna's gain is again specified with MIN-GAIN. The above angles should be specified as positive real numbers with units of (DEG) or (RADIANS). If COSECANT-PATTERN is used in addition to either ANTENNA-PATTERN or ANTGR-PATTERN then the COSECANT-PATTERN entry will be used. DUTY-CYCLE One-line Format This data item specifies, along with PULSE-COMPRESSION-RATIO, the fraction of time that a radar transmitter is emitting. It is used to describe pulsed Doppler radars. The entry is a positive real number with (NO-UNITS). This value should He between zero and one. The default value is unity. Notice that if the transmitter is always turned on then a radar receiver would never be able to detect any signals if it shared the same antenna. If pulse compression is also in use then this value is actually not the fractional amount of time that the transmitter is turned on but rather this quantity divided by the degree of pulse compression. So if the quantity specified by the DUTY-CYCLE entry is d and the pulse compression is p then the fraction of time that a transmitter is in operation 8 is given as & = dp.
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ELEV-SLEW-LIMITS Block Format This data item defines the elevation limits within which the antenna can slew to point at a target. It is only relevant for sensors defined as FREQ-DRIVEN in their SNRCHARACTERISTICS. PHYSICAL-SCAN sensors cannot slew in elevation at all. When omitted FREQ-DRIVEN sensors have no limits placed on their ability to slew in elevation. There are two entries: MAX-EL is the maximum elevation angle MIN-EL is the minimum elevation angle Both entries are followed by a real number for an elevation angle with units chosen from either (RADIANS) or (DEG). EFFECTIVE-EARTH-RADIUS One-line Format Allows the curvature of the Earth and the refraction of electromagnetic radiation by the atmosphere to be taken into account in a Suppressor scenario. If this data item is omitted calculations use a flat Earth. The entries are the radius, a positive real number, with units selected from (M), (KM), (FT) or (MILES). INTERCEPT-INTERACT Name Format This data item enables a warning receiver to pick up emissions from the sensor transmitter. The input is the name of one or more warning receivers, which must also appear in the SNR-ELE-INTERACTIONS of the element which owns the communication transmitter. The warning receiver names are from the list of sensor receivers in the UAN. INTERNAL-LOSS One-line Format Describes the losses to a signal which occur due to the transmitter's internal operation. The input is the internal losses specified as a real number measured in (DB). The default is zero and for realistic systems will be negative since positive numbers represent gains and negative numbers losses. The entry represents the transmitter's efficiency in transmitting its power output. LAMBDA-PATTERN Block Format This entry is an alternative to the use of an ANTENNA-PATTERN. It allows an antenna having a 'sine pattern', (sinx/x) , to be defined using just three entries. It is appropriate for circular antennae with uniform iUurnination. The first two entries are real numbers specifying the gains of the pattern in (DB): PEAK-GAIN is the maximum gain of the antenna pattern. MIN-GAIN is the minimum gain of the antenna pattern. The final entry is the beamwidth of the antenna specified as a positive real number with units of (DEG) or (RADIANS). BEAMWIDTH is the beamwidth of the antenna pattern, i.e. the angular width of the pattern at its half power (-3dB) points.
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If LAMBDA-PATTERN is given in addition to either ANTENNA-PATTERN or ANTGRPATTERN then the LAMBDA-PATTERN entry will be used to define the antenna pattern. MIN-GAIN RWR - BACKLOBE - GAIN One-line Format Defines the minimum gain emitted on the transmitter's backlobes. If the transmitter can be detected by a warning receiver which can detect backlobe emissions then this item defines the backlobe gain that is used to determine if the warning receiver can detect the transmitter. The gain is given as a real number measured in (DB). PEAK-GAIN One-line Format This entry defines the maximum gain of the antenna used by the sensor transmitter. It is a required entry when used in conjunction with ANTENNA-PATTERN and 0NE-M2DETECT-RNG for a radar receiver, since it is used to calibrate the radar's range. It may be omitted when the antenna pattern is defined with COSECANT-PATTERN, LAMBDAPATTERN or SINE-PATTERN since these entries already incorporate a PEAK-GAIN item. PULSE-COMPRESSION-RATIO One-line Format Defines the pulse compression ratio for a sensor transmitter. The ratio is entered as a positive real number with units of (DB). When omitted the default ratio is unity. This entry is used in conjunction with DUTY-CYCLE to determine the duty cycle of the transmitter. PULSE-REPETITION-FREQUENCY One-line Format Defines the rate at which a sensor transmitter emits pulses of energy. This data item is required for sensor transmitters linked to radar receivers that model MTI (moving target indicator) effects on received signals. The frequency is specified by a positive real number with units from (HZ), (KHZ), (MHZ) or (GHZ). SINE-PATTERN Block Format This entry is an alternative to the use of an ANTENNA-PATTERN. It allows an antenna having a 'sine pattern', (sinx/x) , to be defined using just five entries. It is appropriate for rectangular or elliptical antennae with uniform illumination. The first two entries specify the gains of the pattern in (DB): PEAK-GAIN is the maximum gain of the antenna pattern, MIN-GAIN is the maximum gain of the antenna pattern, The next two entries specify the pattern's beamwidths as positive real numbers with units of either (DEG) or (RADIANS): AZ-BEAMWIDTH is the beamwidth of the antenna pattern in the azimuth plane, EL-BEAMWIDTH is the beamwidth of the antenna pattern in the elevation plane, With a final entry being used to alter the direction of the antenna's boresight in elevation through an angle measured in either (DEG) or (RADIANS):
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EL-BORESIGHT-ANGLE is used to incline the boresight of the pattern either up through a positive angle or down through a negative angle given as a real number. The input is a real number with units as either (DEG) or (RADIANS). If SINE-PATTERN is given in addition to either ANTENNA-PATTERN or ANTGRPATTERN then the SINE-PATTERN entry will be used to define the antenna pattern. VERTICAL-OFFSET One-line Format Defines the vertical offset of the antenna in relation to the altitude of the element carrying the antenna. It is recommended that this data item is included especially for antenna situated at or near ground level. The input has the entries of antenna height, a real number, and units of either (M), (KM), (FT) or (MILES). The default value is that the antenna is not offset from the element carrying it.
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1.4.8. Sensor Receiver SENSOR RECEIVERS There are four types of sensor receivers that can be modelled with Suppressor: optical, infra-red, radar warning receivers and radars. Those data that are appropriate to all types of sensor receivers are discussed here, with those specific to individual varieties of sensor receiver being listed later. Required SNR-CHARACTERISTICS QUALITY-OF-DATA SENSING-MODE-RATES
DETECTION-SENSITIVITIES RNG-ALT-CAPABILITY
Optional AZIMUTH-SLEW-LIMITS EFF-BURST-CM-PROB EFFECTIVE-EARTH-RADIUS ELEV-SLEW-LIMITS HITS-TO-ESTABLISH-TRACK HITS-TO-ESTABLISH-TRACK-(JAM) IMPLICIT-CM-INTERACT MAX-PARALLEL-TRACKS POLARIZATION-EFFECTS SCANS-IN-ESTABLISHING-TRACK-(DRY) SCANS-IN-ESTABLISHING-TRACK-(JAM) SEEKER-ERROR-DATA SNR-ANGULAR-LIMITS SNR-DOPPLER-LIMITS SNR-TIME-DELAYS SNR-TRACKING-PROBABILITIES TRANSMISSION-LOSS VERTICAL-OFFSET All Sensor Receivers Required SNR-CHARACTERISTICS Option Format Describes characteristics of a sensor receiver through the use of the six entries described below, each has a set of options with the default values underlined: Scan Plane This defines the plane in which the sensor receiver scans. It has two options: PHYSICAL-SCAN, used for sensor receivers that do not tilt in elevation, FREQ-DRIVEN, these sensors can tilt in elevation as well as scan in azimuth Search Mode Defines how a sensor receiver is used. It has three options: ACQ, TRK, BOTH-ACQ/TRK, used respectively for acquisition, tracking or both acquisition and tracking. Any mode set in this table must have a corresponding rate entered through the SENSING-MODERATES data item. If a sensor has a mode of TRK or BOTH-ACQ/TRK there should be a weapon linked with this sensor in the PLAYER- STRUCTURE. IFF indicator Defines whether or not the sensor receiver can determine if a target is a friend or foe. It has two options:
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IFF and NO-IFF. Sensor Type Specifies the general type of the sensor receiver described by the four options: RADAR, INFRA-RED, OPTICAL, WARNING-RCVR. Polarization Only used if this sensor is used to detect targets with polarization dependent detection cross-sections. Polarization is one of the following: HORIZ-POL, VERT-POL, LEFT-CIR-POL, RIGHT-CIR-POL. If polarization is omitted then the DEFAULT entry in the RCS-TABLE is used. Acquire when Tracking Mode This entry defines whether a sensor with a BOTH-ACQ/TRACK mode is able to acquire other targets while it is tracking one or more primary targets. There are two options: ACO-WHEN-TRK which allows acquisition when the sensor is in tracking mode, or NOACQ-WHEN-TRK which allows acquisitions of new targets only when the sensor is not tracking. DETECTION-SENSITIVITIES Block Format Defines the capability of sensors to detect targets. The format varies from one sensor receiver to another and is given in detail for each sensor receiver separately. QUALITY-OF-DATA Name Format Represents how the sensor receiver performs its functions by specifying what information can be deduced from returned sensor information. Eight options can be specified which are as follows: ALT The altitude of the target PLANAR-LOCATION The target's position AZ The target's azimuth HEADING The current heading of the target NO-OF-ELEMENTS The number of elements at the target's location SPD The speed of the target TYPE-OF-ELEMENT The type of element that constitutes the target TYPE-OF-PLAYER The player-type of the target The first two of these are required for correct operation of Suppressor, ALT and PLANAR-LOCATION. Most of the rest will often be necessary for correct evaluation of the player's tactics. RNG-ALT-CAPABILITY Dimensional Format This is used as a filter to determine whether or not further calculations for sensor chances should be carried out. The data is in a table with a single DIMENSION statement labelled with the keyword RNG which gives a list of range intervals. For each
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range interval a pair of limiting altitudes are listed, MIN-ALT and MAX-ALT. These altitudes are measured with respect to the position of the sensor and indicate the bounds within which targets may be perceived. The format is as shown below: RNG-ALT-CAPABILITY DIMENSION 1 RNG ... MIN-ALT MAX-ALT END RNG-ALT-CAPABILITY
The units for range can be (M), (KM), (FT) or (MILES) and the units for altitude, which may differ, can be chosen from (M), (KM), (FT), (MILES) or (ANGELS). All entries are specified real numbers. SENSING-MODE-RATES Block Format Defines how often a sensor receiver is able to detect a target. There are four possible entries: ACQ-SENSING-RATE TRACK-SENSING-RATE FIRING-SENSING-RATE
REACQUISITION-TIME These are used in combinations which depend upon the function of the sensor, so that for example an tracking sensor will require at least the TRACK-SENS ING-RATE and do on. Each rate specification is given as a positive real number with units of (l/SEC). In general, the rate for firing is greater than the rate for tracking which is greater than the rate for acquiring. The entry REACQUISITION-TIME is not a rate at all and can be used for optical sensor receivers only. It specifies how long an optical sensor can continue to try and reacquire a lost target using a higher detection probability than applies to initial acquisition. This period is given as a positive real number with units chosen from (SEC), (MIN) or (HR). This entry is optional and if omitted the reciprocal of the ACQ-SENS ING-RATE is used. Optional AZIMUTH-SLEW-LIMITS Block Format This data item provides a way to represent the left and right physical slewing limits of an antenna, if this data item is omitted the sensor can slew to point in any direction. The azimuth slew limits are relative to the heading of the location which includes the sensor receiver. The heading for a moving location is aligned with its velocity vector and the heading for a stationary location can be assigned using HDG: in the SDB LOC: sentences, or changed dynamically using WITH-TGT-CUING or WITH-SDB-CUING phrases in the resource allocation. There are two required inputs LEFT-AZ: and
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RIGHT-AZ: each one being followed by a positive real number for an azimuth angle from the range [0-»7i] or [0.0^-180.0] with units of either (RADIANS) or (DEG). EFFECTIVE-EARTH-RADIUS One-line Format Allows the curvature of the Earth and the bending of energy beams due to refraction to be taken into account. If this data item is omitted calculations use a flat Earth. The entries are the , a positive real number, with as (M), (KM), (FT) or (MILES). EFF-BURST-CM-PROB One-line Format This stands for 'Effective Burst Countermeasures Probability' and is normally used against tracking sensors. It specifies the probability that any implicitly modelled countermeasures named in the associated IMPLICIT-CM-INTERACT entry can cancel an otherwise successful sensing chance. The probability is a positive real number from the range (0.0-»1.0] followed by the entry (NO-UNITS). ELEV-SLEW-LIMITS Block Format This data item defines the elevation limits within which the antenna can slew to point at a target. It is only relevant for sensors defined as FREQ-DRIVEN in their SNRCHARACTERISTICS. PHYSICAL-SCAN sensors cannot slew in elevation at all. When omitted FREQ-DRIVEN sensors have no limits placed on their ability to slew in elevation. There are two entries: MAX-EL is the maximum elevation angle MIN-EL is the minimum elevation angle Both entries are followed by a real number for an elevation angle with units chosen from either (RADIANS) or (DEG). HITS-TO-ESTABLISH-TRACK HITS-TO-ESTABLISH-TRACK- (DRY) One-line Format HITS-TO-ESTABLISH-TRACK-(MB) Defines the number of successful detections, or hits, required to positively identify a target. This data item may be used in conjunction with SCANS - IN-ESTABLISHINGTRACK- (DRY) to define the maximum number of sensing chances that the requisite number of hits must be achieved within. The entry is a positive integer with (NOUNITS), if omitted only one hit is required. HITS-TO-ESTABLISH-TRACK- (JAM) One-line Format Defines the number of successful detections, or hits, required to positively identify a target when jamming is present. This data item may be used in conjunction with SCANS-IN-ESTABLISHING-TRACK- (JAM) to define the maximum number of sensing chances that the requisite number of hits must be achieved within. The entry is a positive integer with (NO-UNITS), if omitted the value of HITS-TO-ESTABLISHTRACK is used or if that is also missing only one hit is required.
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IMPLICIT-CM-INTERACT Name Format This entry names the implicit disruptors which can influence the sensor receiver. This entry is used in conjunction with the EFF-BURST-CM-PROB command. The items named are chosen from the list of disruptors in the UAN. MAX-PARALLEL-TRACKS One-line Format Defines the maximum number of engagements that a tracking sensor receiver can be used for at once. It is a required entry for tracking sensor receivers. The input is this limit specified as a positive integer followed by the entry (NO-UNITS). POLARIZATION-EFFECTS Block Format This data item provides a set of factors which either attenuate or magnify the power received from a jammer to take into account the receiver's capabilities to detect polarized signals. It is an optional entry for sensor receivers that can be affected by a disruptor system. The input has the following required entries: HORIZONTAL VERTICAL LEFT-CIRCULAR RIGHT-CIRCULAR each being followed by a non-negative real multiplier with units specified as (NOUNITS). Each factor ranges between zero and one for attenuation and greater than one for magnification. If disruptors are present in the scenario and this data item is absent then the default multiplicative factor is unity. These characteristics to have a meaning the DISRUPTOR-CHARACTERISTICS must allow the relevant jammers to transmit polarized signals. SCANS-IN-ESTABLISHING-TRACK-(DRY) One-line Format Defines the maximum number of scans, i.e. sensing chances, that are allowed within which the required number of hits, i.e. successful detections of a target, must be achieved in order to perceive the target. This quantity is given as a positive integer with (NO-UNITS). The required number of hits is defined with HITS-TOESTABLISH-TRACK. If omitted no limit is placed on the number of scans. SCANS-IN-ESTABLISHING-TRACK-(JAM) One-line Format Defines the maximum number of scans, i.e. sensing chances, that are allowed within which the required number of hits, i.e. successful detections of a target, must be achieved in order to perceive the target when jamming is present. This quantity is given as a positive integer with (NO-UNITS). The required number of hits is defined with HITS-TO-ESTABLISH-TRACK-(JAM). If omitted the value of SCANS-INESTABLISHING-TRACK is used or if that is also absent no limit is placed on the number of scans.
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Block Format SEEKER-ERROR-DATA Describes errors in perceived target locations. This data item should only be used when FREQ-DRIVEN is specified in SNR-CHARACTERISTICS and if it is omitted there is no error in a sensed target position. There are eight entries, each being either a mean or standard deviation of normal distribution of errors. If the true azimuth O of a target is related to the azimuth of the boresight, Ä and the azimuthal deviation of the target A O by:
then the measured azimuth O will be given by =s^+ OB + £SAO where the azimuthal errors are the boresight error s B , measured in units of (DEG) or (RADIANS), and the scale error 8 s measured in (NO-UNITS) respectively. These errors are modelled in Suppressor as being drawn from a normal distribution whose mean and standard deviation are specified by AZ-BORESGT-ERROR-MEAN, AZ-BORESGTERROR-DEV, AZ-SCALE-FACTOR-MEAN and AZ-SCALE-FACTOR-DEV respectively. A similar relationship holds for errors in elevation and these are specified with the help of EL-BORESGT-ERROR-MEAN, EL-BORESGT-ERROR-DEV, EL-SCALE-FACTORMEAN and EL - S CALE - FACTOR - DEV respectively SNR-ANGULAR-LIMITS Option Format Defines the limits to the field of view of a sensor receiver in both azimuth and elevation. If this data item is omitted the sensor has an unlimited field of view. A sensor cannot detect a target outside of its field of view regardless of the setting of any antenna pattern that may be present. Note, however, that whether a target is inside the field of view depends not only on the defined angular limits but also on what direction the sensor is pointing at the time of the sensing chance. There are two entries with options depending upon whether the angular limits are symmetric or asymmetric. The choices are summarized in the table below: Limits AZ-LIMIT LOWER-AZ-LIMIT UPPER-AZ-LIMIT EL-LIMIT LOWER-EL-LIMIT UPPER-EL-LIMIT
Definition Horizontally symmetric limits Horizontally asymmetric limits Vertically symmetric limits Vertically asymmetric limits
Entry [0.0->180.0] or [0-»7t] [-180.0^540.0] or [0.0->90.0] or
[-7I->3TI]
[O.O-MT/2]
[-90.0^-90.0] or [7u/2-Wü/2]
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The entries are all real numbers with units of either (DEG) or (RADIANS). SNR-DOPPLER-LIMITS Block Format Defines the maximum and minimum limits of radial speed at which a sensor is able to detect a target: MIN-DOPPLER The minimum radial speed at which a target can be seen MAX-DOPPLER The maximum radial speed at which a target can be seen This entry can be specified for any sensor receiver but is likely to be most useful for radar receivers. Either one or both of these may be entered as positive real numbers with units as (M/SEC), (KM/HR), (FT/SEC) or (MPH). SNR-TIME-DELAYS Block Format Allows the definition of three types of time delays for sensor receivers by setting one or more of the following options to times given as non-negative real numbers with units of either (SEC), (MIN) or (HR). START-LOCKON-DELAY is the time delay between the decision to use a tracking sensor receiver and its first scheduled sensing chance. It has a default of zero. MAX-COAST-TIME has two different interpretations, the first is the length of time a tracker sensor receiver can remain in a coast mode after losing a target without causing any ordnance which is enroute to the target to abort. The default value for this item is zero. A second meaning is used with all sensor receivers, not just tracking sensors. When set it implies that any recently lost target can be reacquired with just one successful detection, or 'hit', for a period with this duration. This allows the minimum value of hits normally required by the HITSTO-ESTABLISH-TRACK entry can be ignored. The default value for this meaning is TIME-BEFORE-DROP. POST-LOCKON-S/N-DELAY defines how long the normal sensing threshold must be used by a tracking sensor receiver before the lower POSTLOCKON-THRESHOLD defined in the DETECTION-SENSITIVITIES section can be used. SNR-TRACKING-PROBABILITIES Block Format This is a required entry for tracking sensor receivers. It gives the probabilities of a tracking sensor being able to achieve an initial lockon of a target and of it being able to maintain this lockon. INITIAL-LOCK-PROB for lockon attempts. This applies once all initial criteria for a detection have been met and gives the probability that a successful lockon will be achieved with the current detection. CONTINUE-TRACK-PROB for maintaining lockon. This gives the probability that a lockon will successfully continue with the current detection and not be lost. If lockon is lost the sensor will go to coast mode and try to re-establish
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lockon for a time specified by the MAX-COAST-TIME entry in the SNR-TIMEDELAYS data item. Each option is followed by two entries, the probability given as real number lying in the range [0.0-»1.0] followed by the keyword (NO-UNITS).
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TRANSMISSION-LOSS Dimensional Format Describes any type of transmission loss of signal strength due to its transmission through an atmosphere. The input has four lists with DIMENSION statements labelled with the entries below: FREQ The frequencies of the transmitted signals, with at least two frequency values being required. These values are positive real numbers with units chosen from (HZ), (KHZ), (MHZ) or (GHZ).
ALT-XMIT Specifies altitude intervals for the transmitter using real number with units of (M),(KM),
(FT), (MILES)
or (ANGELS).
ALT-RCVR Specifies altitude intervals for the receiver using real number with units of (M), (KM), (FT), (MILES) or (ANGELS). 2D-DIST Denotes the intervals of projected surface distance between transmitter and receiver given as a non-negative real number with units selected from (M),
(KM), (FT)
or (MILES).
GAIN This occurs once for each distance interval and specifies the gain achieved by the signal in travelling from the transmitter to the receiver as a real number with units of (DB). Positive real numbers are used to represent gains and negative real numbers losses, in practice losses would be recorded for realistic models. If this data item is absent then the default gain value is zero. Note that the transmitter and receiver are treated symmetrically in this table, so entries should also be symmetric. That is to say the losses between a transmitter at an altitude of 1 km and a receiver at ground level should be the same as the losses between a receiver at 1 km and a transmitter at ground level if they are the same distance apart. VERTICAL-OFFSET One-line Format Defines the vertical offset of the antenna in relation to the altitude of the element carrying the antenna. It is recommended that this data item is included especially for antenna situated at or near ground level. The input has the entries of antenna height, a real number, and units of either (M), (KM), (FT) or (MILES). The default value is that the antenna is not offset from the element carrying it.
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Radar Sensor Receiver Capabilities
RADAR Radar receivers are used in concert with sensor transmitters to detect target elements through their reflected radio frequency energy. They are usually the most important and complex sensor receivers in a Suppressor scenario. The commands available to define the capabilities of radar receivers in addition to those defined previously for all sensor receivers are as follows: Required DETECTION-SENSITIVITIES
Optional: ANTGR-PATTERN CLUTTER-TABLE COSECANT-PATTERN LAMBDA-PATTERN MTI-ATTENUATION ONE-M2-DETECT-RNG POLARIZATION-EFFECTS PEAK-GAIN RCVR-BANDWIDTH SCANS-IN-ESTABLISHING-TRACK-(DRY) SCANS-IN-ESTABLISHING-TRACK-(JAM) SINE-PATTERN SNR-JMR-INTERACTIONS
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Required DETECTION-SENSITIVITIES Block Format Defines the capability of the radar receivers to detect targets in different circumstances. All the following entries are given as positive real numbers with units of (DB). Entry SENSING-THRESHOLD POST-LOCKONTHRESHOLD RECEIVER-NOISE1
INTERNAL-LOSSES
OPERATING-LOSSES
S/J-NOISE-THRESHOLD S/J-PULSE-THRESHOLD J/N-NOISE-OPERATORTHRESHOLD J/N-PULSE-OPERATORTHRESHOLD
Definition Minimum signal to noise ratio needed for detection of each sensor chance. The minimum signal to noise ratio needed for detection by a sensor in tracking mode The internal receiver noise measured as a ratio where a receiver with internal noise of 1 W would have a noise ratio of 0 dB. The signal loss which occurs within the receiver. Given as the receiver's efficiency so that negative values are the norm. The signal loss which occurs due to operation of the radar system. These may include such items as the eclipsing of the received signal by the radar's transmissions etc. These losses therefore do not weaken the influence of jamming. The signal to noise ratio which replaces SENSINGTHRESHOLD when noise jamming is present The signal to noise ratio which replaces SENSINGTHRESHOLD when pulse jamming is present The jamming signal to noise ratio which allows the radar operator that the radar is being noise jammed. If omitted this has a value of 380.0 dB. The jamming signal to noise ratio which allows the radar operator that the radar is being pulse jammed. If omitted this has a value of 380.0 dB. |
Optional ANTENNA-PATTERN Dimensional Format Energy is not received or transmitted uniformly in all directions by a radio antenna, instead the antenna will have a different efficiency in different directions. This data item allows representation of different types of antenna patterns. The format is tabular with two DIMENSION statements labelled by AZ and EL describing the antenna's azimuthal and elevation dependence respectively. The effectiveness of the antenna is expressed by its GAIN in units of (DB) which gives the ratio between the energy that is focused in that angular range by the antenna and the amount of energy that would be focused in that region by a perfectly uniform antenna pattern. So if the antenna channels 100 times as much energy in a certain direction than a uniform antenna would then its gain would be 20 dB.
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The Type Data Base
Label AZ
Allowed Units (DEG) or (RADIANS)
EL
(DEG) or (RADIANS)
GAIN
(DB)
Form of Entry Real number in the range [0.0°^-180.0°] or [0.0-w] Real number in the range [-90.0°-»90.0°] or [-7l/2-»7t/2] Real number
There is an assumed left-right symmetry in azimuth, but no up-down symmetry in elevation. Block Format ANTGR-PATTERN An alternative to ANTENNA-PATTERN for radar receivers. It defines the parameters which specify an antenna pattern using built in tables. There are four required inputs: PATTERN-ID identifies the antenna pattern number. This is entered as a real number with (NO-UNITS). Since the pattern numbers are contained in an unavailable US document this command is not really useful for non-US users. GAIN-CORRECTION is an amplitude adjustment value entered as a real number with units of (DB). This adjustment is added to each gain value. MIN-GAIN is the minimum gain value for this antenna also entered as a real number with units of (DB). EL-ROTATION is used to rotate the pattern in elevation, either up with a positive real number or down with a negative real number. These have units of either (DEG) or (RADIANS). Dimensional Format CLUTTER-TABLE This data item defines a table of clutter values which can be added to the noise term for radar receivers. Clutter values vary with change in altitude and range of the target and are tabulated with two DIMENSION statements labelled with the keywords ALT and RNG respectively. Each pair of altitude and range intervals have a corresponding CLUTTER-POWER defined measured in units of (DB). Since any clutter power c should increase the noise C arriving at the receiver the total noise N is given by N= C(l + c). The entries are summarized below: Label ALT
Allowed Units (M) (FT) (KM) (MILES) or (NM)
RNG
(M) (FT) (KM) (MILES) or (NM)
CLUTTER-POWER
(DB)
Description Altitude above ground level given as a real number. Range from receiver positive real number. Clutter power given as a real number.
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COSECANT-PATTERN Block Format This entry is an alternative to the use of an ANTENNA-PATTERN. It allows an antenna having a cosecant squared pattern to be defined using just six entries. Cosecant squared antennae are designed to maintain a constant return from a target which is approaching at a constant altitude. The maximum and minimum gains of the antenna are specified in units of (DB) using the items: PEAK-GAIN is the maximum gain of the antenna pattern MIN-GAIN is the minimum gain of the antenna pattern These are followed by the pattern's azimufhal beamwidth: AZ-BEAMWIDTH is the beamwidth of the antenna pattern in the azimuthal plane In elevation three angles must be specified to fully describe the antenna's gain: MIN-EL-FOR-PEAK-GAIN is the minimum elevation at which the gain of the antenna pattern has the value PEAK-GAIN. At elevations less than this value the gain of the antenna is specified by the MIN-GAIN. PEAK/CSC2 -BOUNDARY-EL is the elevation angle which divides the part of the antenna pattern which has PEAK-GAIN from the cosecant squared portion of the pattern. This is the lower boundary of the cosecant squared portion of the antenna pattern. MAX-EL-FOR-CSC2 is the upper limit of the cosecant squared portion of the antenna pattern. At elevation angles greater than this angle the antenna's gain is again specified with MIN-GAIN. The above angles should be specified as positive real numbers with units of (DEG) or (RADIANS). If COSECANT-PATTERN is used in addition to either ANTENNA-PATTERN or ANTGR-PATTERN then the COSECANT-PATTERN data will be used. LAMBDA-PATTERN Block Format This entry is an alternative to the use of an ANTENNA-PATTERN. It allows an antenna having a 'sine pattern', (sinx/x) , to be defined using just three entries. It is appropriate for circular antennae with uniform illumination. The first two entries are real numbers specifying the gains of the pattern in (DB): PEAK-GAIN is the maximum gain of the antenna pattern. MIN-GAIN is the minimum gain of the antenna pattern. The final entry is the beamwidth of the antenna specified as a positive real number with units of (DEG) or (RADIANS). BEAMWIDTH is the beamwidth of the antenna pattern, i.e. the angular width of the pattern at its half power (-3dB) points. If LAMBDA-PATTERN is given in addition to either ANTENNA-PATTERN or ANTGRPATTERN then the LAMBDA-PATTERN entry will be used to define the antenna pattern.
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MTI -ATTENUATION Dimensional Format MTI stands for moving target indicator and this entry is used to define the amount of attenuation of an input signal based on the signal's frequency. This frequency is a beat arising from the transmission frequency of the signal, the pulse repetition frequency of the transmitted frequency and the radial velocity of the target. As such MTI capability is used in radars which can discriminate between moving and stationary targets. If this data item is used then PULSE-REPETITION-FREQUENCY must be set for the linked sensor transmitter. The command's input is in a tabular format with one DIMENSION statement labelled with the keyword FREQ and with attenuation factors following the keyword LOSS for each frequency interval. These entries are summarized below: FREQ which contains a set of frequencies as non-negative real numbers from the range [0.0-»radar pulse repetition frequency] with units in (HZ), (KHZ), (MHZ) or (GHZ). LOSS which is an attenuation factor associated with each frequency interval. It is a non-negative real number from the range [0.0-»1.0] followed by the entry (NO-UNITS) ONE-M2-DETECT-RNG One-line Format This entry can be used to calibrate the range at which a target with a radar cross section of one square metre can be detected. The range is entered as a positive real number with units of either (M), (KM), (FT) or (MILES). Radar calibration can be modelled either through this data item or explicitly with the help of the RECEIVERNOISE entry in the DETECTION-SENSITIVITIES data item. When both entries are present the RECEIVER-NOISE entry will be automatically changed to agree with the value of 0NE-M2 -DETECT-RNG. PEAK-GAIN One-line Format This entry defines the maximum gain of the antenna used by the radar receiver. It is a required entry when used in conjunction with ANTENNA-PATTERN and ONE-M2DETECT-RNG for a radar receiver, since it is used to calibrate the radar's range. It may be omitted when the antenna pattern is defined with COSECANT-PATTERN, LAMBDAPATTERN or SINE-PATTERN since these entries already incorporate a PEAK-GAIN item RCVR-BANDWIDTH One-line Format Required for sensor receivers which can be explicitly jammed. It gives the receiver's bandwidth as a positive real number with units of (HZ), (KHZ), (MHZ) or (GHZ). It allows the spectral power density of the incoming jamming signal to be computed and its effectiveness in jamming the signal evaluated, defines the frequency response of a receiver.
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SINE-PATTERN Block Format This entry is an alternative to the use of an ANTENNA-PATTERN. It allows an antenna having a 'sine pattern', (sin*/*) , to be defined using just five entries. It is appropriate for rectangular or elliptical antennae with uniform illumination. The first two entries specify the gains of the pattern in (DB): PEAK-GAIN is the maximum gain of the antenna pattern, MIN-GAIN is the maximum gain of the antenna pattern, The next two entries specify the pattern's beamwidths as positive real numbers with units of either (DEG) or (RADIANS): AZ-BEAMWIDTH is the beamwidth of the antenna pattern in the azimuth plane, EL-BEAMWIDTH is the beamwidth of the antenna pattern in the elevation plane, With a final entry being used to alter the direction of the antenna's boresight in elevation through an angle measured in either (DEG) or (RADIANS): EL-BORESIGHT-ANGLE is used to incline the boresight of the pattern either up through a positive angle or down through a negative angle given as a real number. The input is a real number with units as either (DEG) or (RADIANS). If SINE-PATTERN is given in addition to either ANTENNA-PATTERN or ANTGRPATTERN then the SINE-PATTERN entry will be used to define the antenna pattern. SNR-JMR-INTERACTIONS Name Format Defines which jammers, i.e. explicit disruptors, are effective against this radar receiver. The entries should be the name of all jammer types which can interact with the sensor receiver taken from the list of disruptors in the UAN.
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Radar Warning Sensor Receiver Capabilities
The Type Data Base RADAR WARNING RECEIVER
Radar warning receivers detect the radio frequency emissions of other player's transmitters. Since they do not sense a target element directly they cannot be used in isolation to lethally engage targets. The commands available to define the capabilities of radar warning receivers in addition to those defined previously for all sensor receivers are as follows: Required DETECTION-SENSITIVITIES Optional: ANTGR-PATTERN ANTENNA-PATTERN HITS-TO-ESTABLISH-TRACK-(BL) COSECANT-PATTERN RCVR-FREQ-LIMITS LAMBDA-PATTERN RWR-DETECTION-CRITERIA SINE-PATTEN SNR-JMR-INTERACTIONS Required Block Format DETECTION-SENSITIVITIES Defines the capability of radar warning receivers to detect targets in different circumstances. All the following entries are given as positive real numbers with units of (DB). Entry SENSING-THRESHOLD POST-LOCKONTHRESHOLD RE CE"i VER - NOISE1
INTERNAL-LOSSES
Definition Minimum signal to noise ratio needed for detection of each sensor chance. The minimum signal to noise ratio needed for detection by a sensor in tracking mode The internal receiver noise measured as a ratio where a receiver with internal noise of 1 W would have a noise ratio of 0 dB. The signal loss which occurs within the receiver. Given as the receiver's efficiency so that negative values are the norm.
Optional ANTENNA-PATTERN Dimensional Format Energy is not received or transmitted uniformly in all directions by a radio antenna, instead the antenna will have a different efficiency in different directions. This data item allows representation of different types of antenna patterns. The format is tabular with two DIMENSION statements labelled by AZ and EL describing the antenna's azimuthal and elevation dependence respectively. The effectiveness of the antenna is expressed by its GAIN in units of (DB) which gives the ratio between the energy that is focused in that angular range by the antenna and the amount of energy that would be
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focused in that region by a perfectly uniform antenna pattern. So if the antenna channels 100 times as much energy in a certain direction than a uniform antenna would then its gain would be 20 dB. Label
Allowed Units
AZ
(DEG) or (RADIANS)
EL
(DEG) Or (RADIANS)
GAIN
(OB)
Form of Entry Real number in the range [0.0°-»180.0°] or [0.0-Ml] Real number in the range [-90.0°H>90.0°] or [-7t/2->7t/2] Real number
There is an assumed left-right symmetry in azimuth, but no up-down symmetry in elevation. ANTGR-PATTERN Block Format An alternative to ANTENNA-PATTERN for radar warning receivers. It defines the parameters which specify an antenna pattern using built in tables. There are four required inputs: PATTERN-ID identifies the antenna pattern number. This is entered as a real number with (NO-UNITS). Since the pattern numbers are contained in an unavailable US document this command is not really useful for non-US users. GAIN-CORRECTION is an amplitude adjustment value entered as a real number with units of (DB). This adjustment is added to each gain value. MIN-GAIN is the minimum gain value for this antenna also entered as a real number with units of (DB). EL-ROTATION is used to rotate the pattern in elevation, either up with a positive real number or down with a negative real number. These have units of either (DEG) or (RADIANS). COSECANT-PATTERN Block Format This entry is an alternative to the use of an ANTENNA-PATTERN. It allows an antenna having a cosecant squared pattern to be defined using just six entries. Cosecant squared antennae are designed to maintain a constant return from a target which is approaching at a constant altitude. The maximum and minimum gains of the antenna are specified in units of (DB) using the items: PEAK-GAIN is the maximum gain of the antenna pattern MIN-GAIN is the minimum gain of the antenna pattern These are followed by the pattern's azimuthal beamwidth: AZ-BEAMWIDTH is the beamwidth of the antenna pattern in the azimuthal plane In elevation three angles must be specified to fully describe the antenna's gain:
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MIN- EL -FOR -PEAK -GAIN is the minimum elevation at which the gain of the antenna pattern has the value PEAK-GAIN. At elevations less than this value the gain of the antenna is specified by the MIN-GAIN. PEAK/CSC2 -BOUNDARY-EL is the elevation angle which divides the part of the antenna pattern which has PEAK-GAIN from the cosecant squared portion of the pattern. This is the lower boundary of the cosecant squared portion of the antenna pattern. MAX-EL-F0R-CSC2 is the upper limit of the cosecant squared portion of the antenna pattern. At elevation angles greater than this angle the antenna's gain is again specified with MIN-GAIN. The above angles should be specified as positive real numbers with units of (DEG) or (RADIANS). If COSECANT-PATTERN is used in addition to either ANTENNA-PATTERN or ANTGR-PATTERN then the COSECANT-PATTERN data will be used. One-line Format Defines the number of successful detections, or hits, required to positively identify a target when using a warning receiver to detect backlobe emissions from a transmitter. This data item may be used in conjunction with SCANS-IN-ESTABLISHING-TRACK to define the maximum number of sensing chances that the requisite number of hits must be achieved within. The entry is a positive integer with (NO-UNITS), if omitted then backlobe detections are ignored. The sensing chance with the backlobe beam is scheduled independently and in addition to that of the mainbeam. This entry assumes the appropriate settings for RWR-DETECTION-CRITERIA have been made. HITS-TO-ESTABLISH-TRACK-(BL)
LAMBDA-PATTERN Block Format This entry is an alternative to the use of an ANTENNA-PATTERN. It allows an antenna having a 'sine pattern', (sinx/x) , to be defined using just three entries. It is appropriate for circular antennae with uniform illumination. The first two entries are real numbers specifying the gains of the pattern in (DB): PEAK-GAIN is the maximum gain of the antenna pattern. MIN-GAIN is the rninimum gain of the antenna pattern. The final entry is the beamwidth of the antenna specified as a positive real number with units of (DEG) or (RADIANS). BEAMWIDTH is the beamwidth of the antenna pattern, i.e. the angular width of the pattern at its half power (-3dB) points. If LAMBDA-PATTERN is given in addition to either ANTENNA-PATTERN or ANTGRPATTERN then the LAMBDA-PATTERN entry will be used to define the antenna pattern. RCVR-FREQ-LIMITS Block Format Defines the upper and lower frequency limits that the warning receiver can detect: LOWER-FREQ-LIMIT UPPER-FREQ-LIMIT
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Both are followed by the relevant frequency limit given as a positive real number with units of (HZ), (KHZ), (MHZ) or (GHZ). If this data item is omitted, the warning receiver can detect emissions at any frequency. RWR-DETECTION-CRITERIA One-line Format Defines the criteria to be used by a warning receiver in detecting RF emissions. Only one entry is given which is chosen from the following options: MAINBEAM-ONLY, the default option which indicates that the warning receiver can only detect mainbeam transmissions. BACKLOBE-ONLY, the warning receiver can only detect backlobe transmissions. BOTH-MAINBEAM/BACKLOBE, the warning receiver can detect both mainbeam and backlobe transmissions. SINE-PATTERN Block Format This entry is an alternative to the use of an ANTENNA-PATTERN. It allows an antenna having a 'sine pattern', (sin*/*) , to be defined using just five entries. It is appropriate for rectangular or elliptical antennae with uniform illumination. The first two entries specify the gains of the pattern in (DB): PEAK-GAIN is the maximum gain of the antenna pattern, MIN-GAIN is the maximum gain of the antenna pattern, The next two entries specify the pattern's beamwidths as positive real numbers with units of either (DEG) or (RADIANS): AZ-BEAMWIDTH is the beamwidth of the antenna pattern in the azimuth plane, EL-BEAMWIDTH is the beamwidth of the antenna pattern in the elevation plane, With a final entry being used to alter the direction of the antenna's boresight in elevation through an angle measured in either (DEG) or (RADIANS): EL-BORE SIGHT-ANGLE is used to incline the boresight of the pattern either up through a positive angle or down through a negative angle given as a real number. The input is a real number with units as either (DEG) or (RADIANS). If SINE-PATTERN is given in addition to either ANTENNA-PATTERN or ANTGRPATTERN then the SINE-PATTERN entry will be used to define the antenna pattern. SNR-JMR-INTERACTIONS Name Format Defines which jammers, i.e. explicit disruptors, are effective against this radar warning receiver. The entries should be the name of all jammer types which can interact with the sensor receiver taken from the list of disruptors in the UAN.
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Optical Sensor Receiver Capabilities
The Type Data Base OPTICAL SENSOR RECEIVERS
Optical sensing is modelled in Suppressor by detecting a target's contrast with the background. The larger the target and the greater the contrast the easier the target is to see. The relationship used by Suppressor to compute the perceived contrast C is: C=Q
A,Bh
'ABb+Bp
Here the path radiance is Bp, the background radiance is BB, and the target's inherent contrast is G, with the transmittance through the atmosphere being At, to determine the total contrast C. Increasing the ratio of path radiance to the product of background radiance and transmittance diminishes the target's contrast. The target's size and inherent contrast were set with the susceptibility entries OPT-CS and INHERENTCONTRAST. The background and path radiances are set with BACKGROUND-RADIANCE and PATH-RADIANCE respectively whilst the atmospheric transmittance is set with TRANSMISSION-LOSSES. The following items are available to define optical sensor receivers in addition to those available for all sensor receivers listed previously: Required DETECTION-SENSITIVITIES PATH-RADIANCE SEARCH-GLIMPSE-PROB
BACKGROUND-RADIANCE REACQ-GLIMPSE-PROB TRACK-GLIMPSE-PROB
Optional: XMIT-FREQ
Required
DETECTION-SENSITIVITIES Block Format Defines the capability of optical sensor receivers to detect targets in different circumstances. All the following entries are cumulative probabilities of detection given as real numbers lying between zero and one with (NO-UNITS). Entry SENSING-THRESHOLD POST-LOCKONTHRESHOLD
Definition Minimum cumulative probability that needs to be reached for the detection of the target. Minimum cumulative probability of detection that must be maintained to retain lockon of a target
The detection of a target with an optical sensor depends on the current cumulative probability of many individual glimpses. If each glimpse i has a probability of detection Pi then the cumulative probability that the target has been detected after N glimpses is:
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Optical Sensor Receiver Capabilities
^=l-fl(l--P,);=1 Once PN exceeds the relevant sensing threshold the target is considered to have been successfully detected BACKGROUND-RADIANCE Dimensional Format This data item defines the background radiance of a target for an optical sensor receiver as a function of target altitude, receiver altitude and distance. It is recommended that it be included for every optical sensor. The entry is in tabular format with three DIMENSION statements labelled with ALT-TGT, ALT-RCVR and 2DDIST. These describe the height of the target and receiver above mean sea level and the projected ground distance between them respectively. All the measures may use units of (M), (FT), (KM), (MILES) or (NM) and are followed by one or more intervals bracketing possible altitudes and distances. Each triplet of altitude and distance intervals has a corresponding RADIANCE defined in units of (W/SR/M2). Larger values of the background radiance increase the target's contrast. If omitted then the background radiance is assumed to be zero which makes the target's contrast zero and so invisible for most glimpse probabilities which are zero for zero contrast. As such this entry is recommended. The table has the following form: BACKGROUND-RADIANCE DIMENSION 1 ALT-TGT DIMENSION 2 ALT-RCVR DIMENSION 3 2D-DIST RADIANCE (W/SR/M2) END PATH-RADIANCE
Dimensional Format This data item defines the path radiance of a target for an optical sensor receiver as a function of target altitude, receiver altitude and distance. It must be specified for every optical sensor. The entry is in tabular format with three DIMENSION statements labelled with ALT-TGT, ALT-RCVR and 2D-DIST. These describe the height of the target and receiver above mean sea level and the projected ground distance between them respectively. All the measures may use units of (M), (FT), (KM), (MILES) or (NM) and are followed by one or more intervals bracketing possible altitudes and distances. PATH-RADIANCE
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Each triplet of altitude and distance intervals has a corresponding RADIANCE defined in units of (W/SR/M2). Smaller values of the path radiance increase the target's contrast. The path radiance has no default value if omitted and so must always be included. The table has the following form: PATH-RADIANCE DIMENSION 1 ALT-TGT DIMENSION 2 ALT-RCVR DIMENSION 3 2D-DIST RADIANCE (W/SR/M2) END PATH-RADIANCE
Dimensional Format REACQ-GLIMPSE-PROB This defines the single glimpse probabilities of re-acquiring a target that has being lost. This detection probability can be used for a limited time after the target was lost. This time is given by the REACQUISITION-TIME option, or if this was not given, the reciprocal of the ACQ-SENSING-RATE entry, both of these being given in the sensor's SENSING-MODE-RATES definition. The command's format is tabular with two DIMENSION statements labelled by SIZE and CONTRAST respectively. These two entries are followed by lists of one or more real valued intervals defining the possible target sizes and contrasts with units of (SR) and (NO-UNITS) respectively. Each pair of size and contrast intervals has a corresponding reacquisition probability DETECT-PROB lying between zero and one with (NO-UNITS). Dimensional Format This defines the single glimpse probabilities of initially acquiring a target. The command's format is tabular with two DIMENSION statements labelled by SIZE and CONTRAST respectively. These two entries are followed by lists of one or more real valued intervals defining the possible target sizes and contrasts with units of (SR) and (NO-UNITS) respectively. SEARCH-GLIMPSE-PROB
Each pair of size and contrast intervals has a corresponding reacquisition probability DETECT-PROB lying between zero and one with (NO-UNITS).
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Optical Sensor Receiver Capabilities
TRACK-GLIMPSE-PROB Dimensional Format This defines the single glimpse probabilities of successfully tracking a target. The command's format is tabular with two DIMENSION statements labelled by SIZE and CONTRAST respectively. These two entries are followed by lists of one or more real valued intervals defining the possible target sizes and contrasts with units of (SR) and (NO-UNITS) respectively. Each pair of size and contrast intervals has a corresponding reacquisition probability DETECT-PROB lying between zero and one with (NO-UNITS). Optional XMIT-FREQ One-line Format Specifies the frequency band used by the optical sensor. It is the default operating frequency if no frequencies are defined in the SDB using the FREQ: statement. The frequency is given as a positive real number with units of (HZ), (KHZ), (MHZ) or (GHZ). Its use is in determining the atmospheric transmittance for the optical sensor receiver with the help of the TRANSMISSION LOSS table.
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Infrared Sensor Receiver Capabilities
The Type Data Base INFRARED SENSOR RECEIVERS
Infrared sensing is modelled by Suppressor by computing the infrared radiation given off by the target, known as the infrared cross-section a ]R of the target. The relationship describing this is: aS -B °m =Im+A 471 In this relationship IIR is the intrinsic infrared intensity of the target, specified by the IR- INTENSITY entry and A is the target's projected area specified in the target's OPTCS entry. Both of these entries are in the target's susceptibility block. The remaining term describes the relative brightness of the target to its background. The background radiance is B set by the BACKGROUND-RADIANCE entry of the infrared receiver. The target's radiance is a SI 4TC where a is the target's reflectivity specified by the target's TGT-REFLECTIVITY table. Finally S is the solar irradiance defined by the SOLAR-IRRADIANCE table. The following items are available to define infrared sensor receivers in addition to those available for all sensor receivers listed previously: Required
DETECTION-SENSITIVITIES SOLAR-IRRADIANCE Optional BACKGROUND-RADIANCE
PIXEL-FIELD-OF-VIEW
FREQUENCY-BAND
Required DETECTION-SENSITIVITIES Block Format Defines the capability of infrared receivers to detect targets in different circumstances. All the following entries are cumulative probabilities of detection given as real numbers lying between zero and one with (NO-UNITS). Entry SENSING-THRESHOLD POST-LOCKONTHRESHOLD RECEIVER-NOISE
Definition Minimum signal to noise ratio for the initial acquisition of the target. Minirtium signal to noise ratio for the successful tracking of the target Internal receiver noise; the 'noise equivalent irradiance' in units of (W/M2)
The signal to noise ratios are given by the ratio of the energy flux received from the target, An a m I R2 where R is the distance to the target and its infrared cross-section is a IR and the noise equivalent irradiance defined as the receiver noise.
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Infrared Sensor Receiver Capabilities
PIXEL-FIELD-OF-VIEW One-line Format Defines the maximum size of the receiver's field of view. The target's perceived angular size cannot exceed this and will be reduced to this value given as a real number with units of (SR). SOLAR-IRRADIANCE Dimensional Format Defines the solar irradiance values as a function of target altitude. The data is input as a table with one dimension statement labelled with the keyword ALT-TGT. Each altitude interval has an associated irradiance specified after the keyword IRRADIANCE; these items being summarized below: ALT-TGT, Intervals bracketing the target's altitude above mean sea level and given as real numbers with units of (M), (KM), (MILES), (NM), (FT) or (ANGELS) IRRADIANCE, a positive real number with units of (W/M2) and there is one value per altitude interval. Optional BACKGROUND-RADIANCE Dimensional Format This data item defines the background radiance of a target for an infrared sensor receiver as a function of target altitude, receiver altitude and distance. The entry is in tabular format with three DIMENSION statements labelled with ALT-TGT, ALT-RCVR and 2D-DIST. These describe the height of the target and receiver above mean sea level and the projected ground distance between them respectively. All the measures may use units of (M), (FT), (KM), (MILES) or (NM) and are followed by one or more intervals bracketing possible altitudes and distances. Each triplet of altitude and distance intervals has a corresponding RADIANCE defined in units of (W/SR/M2). Larger values of the background radiance decrease the contrast between the target and its surroundings, the opposite of what is true for optical sensors. If omitted then the background radiance is assumed to be zero which maximizes the target's visibility.
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Infrared Sensor Receiver Capabilities
The table has the following form: BACKGROUND-RADIANCE DIMENSION 1 ALT-TGT DIMENSION 2 ALT-RCVR DIMENSION 3 2D-DIST RADIANCE (W/SR/M2) END PATH-RADIANCE
One-line Format Specifies the frequency band for an infrared sensor. The only entry is a band name from the list of IR-BANDS in the UAN. It is used in conjunction with the TGTREFLECTIVITY item in the target's susceptibility entries to compute the reflectivity of the target to radiation in the current frequency band. FREQUENCY-BAND
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2.
The Scenario Data Base
The scenario data base (SDB) consists of many data items embedded within each other, and this hierarchical behaviour is shown in the diagram below. The data items will be considered in the order in which they would be entered into the data base. 1.SDE
2.NETTYPE
3.DEFINED-SHARED-Z0NES Z0NE
A. SIDE B. COMMAND CHAIN
6. PLAYER:
7. LOC:
TOLD ABOUT
18- MODES OF CONTROL 19. ZONE
1. KNOWS 20. USE-SHARED-ZONES
17. BOUNDARY
■14. FOCUS
10. TURN 11. POINT IT
12.FREQ
The structure of the SDB Many of the data items require the definition of a Location, using {Location Definition}, which is expressed in either Cartesian or spherical coordinates. The format for the coordinate input is: {Cartesian option} X, Y, Z:
or {Spherical Option} L/L,Z:
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The Scenario Data Base where, are real numbers use the DDDMMSSsd format described below can be (M), (KM), (FT) or (MILES) can be (M), (KM), (FT), (MILES) or (ANGELS) is either AGL (above ground level) or MSL (mean sea level) The DDDMMSSsd format is used to describe coordinates in terms of and . DDD degrees (integer) MM minutes (integer SS seconds (integer) s tenths of seconds (integer) d N or S for latitude, E or W for longitude The SDB begins with the keywords EXECUTE and INSTRUCTIONS FOR: as shown below: EXECUTE INSTRUCTIONS FOR:
This is followed by the data items of the SDB, the first being the SDB command itself containing the initialization variables. 2.1.
SDB
Defines the beginning and the end of the SDB, along with pertinent header initialization data. The format is: SDB
RANDOM-NUMBER-SEED: RADIUS OF SCENARIO: LOCATION RESOLUTION TIME: START TIME: STOP TIME: CHECKPOINT TIME INCREMENT: CENTER OF SCENARIO L/L: [MAG-DIP-ANGLE]: ... [NET TYPE] ... [DEFINE-SHARED-ZONES] [SIDE] ... END SCENARIO
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The Scenario Data Base A user comment line. Blanks are allowed and the comment can span more than one line of text. There is no maximum character length, but this comment must exist. It does not need to be preceded by a '$' symbol. RANDOM-NUMBER-SEED: Required entry. The seed initializes the random number generator. It is a positive integer usually consisting of eight or nine digits, and it is recommended that this number is odd. This value would only be used if the seed in the MOD is set to zero. RADIUS OF SCENARIO: Required entry. The radius defines how far out from the origin of the coordinate system players in the scenario will be located and the area they could affect. The is a positive real number with chosen from (M), (FT), (KM) or (MILES). LOCATION RESOLUTION TIME: Required entry. Allows a limiting resolution time to be specified that can minimize the number of location calculations being made when a scenario has many interactions. The is a non-negative real number with selected from (SEC), (MIN) or (HR). START TIME: Required entry. Denotes when the first thing that can possibly happen in a game. is a non-negative real number with selected from (SEC), (MIN) or (HR). STOP TIME: Required entry. Denotes the time at which the game stops. The is a positive real number with selected from (SEC), (MIN) or (HR). CHECKPOINT TIME INCREMENT: Required entry. The time increment directs the model to write out intermediate checkpoint files at the specified intervals. Checkpoints are snapshots of model activity generated by the model during execution. The is a positive real number with selected from (SEC), (MIN) or (HR). If the time increment is zero or if it is greater than the stop time, the model will not generate any checkpoint files during the scenario. CENTER OF SCENARIO L/L: Optional entry. Defines the centre of the scenario. If any scenario positions are described using latitude and longitude or if terrain is included, this entry is required; otherwise it is optional, but its use is recommended. Omitting this entry for causes the scenario to be centred at 0° E and 0° N, somewhere in the
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Atlantic Ocean south of the Ivory Coast. and use a DDDMMSSsd format, where DDD are degrees , MM are minutes , SS are seconds and s is tenths of a second; finally d is N or S for latitude E or W for longitude.
Required entry only if CENTER OF SCENARIO L/L: is present. It informs the processor if terrain data are part of the input and how these data should be handled. There are three options: DO-NOT-USE-TERRAIN terrain information is not being used in the scenario TRANSLATE-TERRAIN terrain information is being used and the Binary Untranslated Terrain file (created by the EDB processing stage) is the terrain input. USE-TRANSLATED-TERRAIN terrain is being used and the Binary Translated Terrain file (created by a previous SDB processing stage) is the terrain input. [MAG-DIP-ANGLE:] Optional entry. It defines a magnetic angle used in computing navigation errors and is used only if NAV- ERROR -DATA is set in the TDB. The syntax is: MAG-DIP-ANGLE: , where is either (DEG) or (RADIANS) and the is a real number. [NET TYPE] Required entry if communications between players will occur in the scenario. This data item will appear once for each communication net that the scenario has. See the NET TYPE section below for more details. [DEFINE-SHARED ZONES] Optional entry, but if it is present it should only occur once. It allows a zone to be only defined once although it is referred to by several player definitions. See DEFINE-SHARED-ZONES, USE-SHARED-ZONES, and ZONE data item descriptions below for more detail. [SIDE] Required for each side in the scenario, and there must be at least one occurrence of SIDE. See the SIDE data item description below for more details. END SCENARIO: Required entry. is set to either COMPLETE or PARTIAL. If there is only one SDB data item the correct entry is COMPLETE, if more than one SDB is being used then PARTIAL is the correct setting in all the SDB files except the last, which will again require COMPLETE.
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2.2.
NET-TYPE
This entry defines the communication nets that are being used in the scenario, and the kind of messages that are to be transmitted over each net. In addition to this the times required for each message's transmission and their priorities are also defined for each net. NET TYPE is required if players are going to communicate with each other and each type of net used in the scenario requires a NET TYPE data item. The input for NET TYPE consists of two phrases: a 'Net Phrase', which appears just once, followed by one to eight 'Message Phrases'. The format for the input is: NET TYPE MODE: CHANGE FREQ DELAY: MSG TRANSMIT-TIME: 1-WAY-PRIORITY:
Net Phrase NET TYPE Identifies the net's type from the list of implicit or explicit nets in the UAN. MODE: Specifies how messages will be transmitted. There are two options for the setting of transmit mode: INTERMITTENT Here emissions from the transmitter will occur when an explicitly modelled message is being set. In this mode a warning receiver can only detect communication transmitters when messages are being sent. CONTINUOUS Here a net is considered to be transmitting continuously whether or not a specific message is being sent. CHANGE FREQ DELAY: Defines how much time is used up when changing to an alternative frequency to avoid being jammed. The is entered as a non-negative real number with of (SEC), (MIN) or (HR). The delay time must appear even if there is no alternative frequency, in which case its value will be disregarded.
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The Scenario Data Base Message Phrase There are three entries and all are required. Within a set of Message Phrases a cannot be repeated. The first entry is MSG which MSG This indicates what kind of message is under discussion. There are nine possibilities which are as follows: ASGN-STAT4 messages dealing assignment or engagement status CNCL-ASGN messages cancelling assignments to a subordinate DEATH messages reporting death of a player ENG-STAT4 messages reporting the engagement or assignment status INTELL messages reporting intelligence MOC-CHANGE messages informing of a mode of control change MOVE-ORDER messages containing movement orders SUB-CUING messages containing a cuing order to a subordinate WPN-ASGN messages instructing of weapon assignments, this is used to communicate to subordinates. TRANSMIT-TIME Represents the time taken to transmit messages of the specified type. Time delays can cause queues to build up. The is a positive real number with having units of (SEC), (MIN) or (HR). 1-WAY-PRIORITY Normally a message is placed in a queue on a first-in first-out basis, but a prioritization number allows a message to be queued first according to priority and only then by time. Here is a positive integer, the higher the value of this integer the higher the priority of the message.
4
ASGN-STAT and ENG-STAT are synonyms and both should not appear in the same NET TYPE entry.
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2.3.
DEFINED-SHARED-ZONES
Defines a set of zones that may be accessed (or shared) by several SDB players. This data item occurs only once in the SDB and holds one or more ZONE data items. The ZONE data items defined here are accessible by several players, those belonging to only one player can be placed in a ZONE command embedded in a PLAYER: data item. Any player with access to a zone defined in DEFINE-SHARED-ZONES must have a USESHARED-ZONE defined in its PLAYER: data item. This gives the label and name of the particular ZONE data item referenced. The format for DEFINE-SHARED-ZONES is: DEFINE-SHARED-ZONES ZONE MIN/MAX ALT: [Reference Phrase] {Horizontal Definition} END DEFINE-SHARED-ZONES
is a positive integer used for identification purposes along with . This name is from the list of zones in the UAN. For shared zones a unique combination of label and type is required. is either STATIONARY or RELATIVE. If STATIONARY then the zone coordinates must be the absolute positions of the zone within the Suppressor coordinate system, choosing RELATIVE allows the coordinates to be entered relative to some location reference as described below. and define the upper and lower vertical limits of the zone, they are real numbers with and as either (M), (KM), (FT), (MILES), (NM) or (ANGELS). The altitudes are referred to and respectively, which can be AGL (above ground level), MSL (mean s level) or REF which is used when the zone is relative to some location. [Reference Phrase] occurs zero or one time and only appears if is set as RELATIVE. The use of this option overrides the default assumption that the location reference for a relative zone is a location of the player's location that owns the zone. There are four options: Relative to a player The specified player location must be on the list of perceived targets or on the list of friendly perceptions at the time of a zone evaluation for the evaluation to be successful. The format for the input is: RELATIVE TO PLAYER:
LOC:
is the player label, is the player type from the list of players in the UAN, and
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The Scenario Data Base Relative to a checkpoint The named checkpoint must be identified in the player's PATH or PLANS-FORMOVEMENT entries in the SDB and be present in the list of manoeuvres in the UAN. The format for input is: RELATIVE TO CHECKPOINT: [HDG: ]
is the name of the checkpoint is a real number giving the heading of the zone with of either (DEG), (RADIANS) or (DEG/N/CW). The use of the heading qualifier is optional. Relative to a position specified with Cartesian coordinates The format for the input is: RELATIVE TO X Y, Z:
[HDG: ]
, and are real numbers with are either (M), (KM), (FT), (MILES) or (NM), and are either (M), (KM), (FT), (ANGELS), (MILES) or (NM) is either AGL orMSL is a real number giving the heading of the zone with of either (DEG), (RADIANS) or (DEG/N/CW). The use of the heading qualifier is optional. Relative to a position specified using latitude and longitude The format for the use of this option is: RELATIVE TO L/L,Z:
[HDG: ]
< z > is a real number with of either (M), (KM), (FT), (ANGELS), (MILES) or (NM) is one of the following: AGL or MSL is a real number for the heading of the zone with of either (DEG), (RADIANS) or (DEG/N/CW). The use of the heading qualifier is optional. {Horizontal Definition} This consists of one Circular Option or at least three Points Options.
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The Scenario Data Base Circular Option Here the zone being defined is a sector of a circle if is zero is annular if is greater than zero. The centre of the zone is either the origin of the Suppressor system, or the position specified in the Reference Phrase or the location of the player relative to whom the zone is defined. The format for the input is: MIN/MAX RNG: COUNTERCLOCKWISE FROM: TO:
and define the width of the slice, they are nonnegative real numbers with of either (M), (KM), (FT), (MILES) or (NM). and define the sides of the slice, they are real numbers with of either (DEG), (RADIANS) or (DEG/N/CW). The range of the angles depends upon the units as summarised by the following table:
(DEG)
range [-180°-^180°]
(RADIANS)
[-7t-»7l]
(DEG/N/CW)
[0°->360o]
units
N.B. the COUNTERCLOCKWISE qualifier is optional, if it is omitted the zone will be a complete circle. Points Option Each 'Points Option' describes a point and may be entered using either Cartesian or spherical coordinates. The following are the entry requirements: 1. the coordinates of the first point and last point must be different, 2. the points must define the edge of an enclosed polygon which is traversed in either a clockwise or anticlockwise sense, and 3. all point options do not have to use the same coordinate systems. The format for entry is: [point]
[point]
where each point is entered as either: X,Y:
and are real numbers with of either (M), (KM), (FT), (MILES) or (NM), or the point is specified in spherical coordinates as L/L:
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The Scenario Data Base with and using a DDDMMSSsd format. 2.4.
SIDE
Defines each side of a scenario. Most scenarios will have two occurrences of SIDE, but at least one SIDE must always be present. Each SIDE contains one or more COMMAND CHAIN data items. A side can be declared neutral, but this is optional and can be omitted from the formatting below: SIDE [NEUTRAL] [COMMAND CHAIN] END SIDE
is from the list of sides in the UAN.
2.5.
COMMAND CHAIN
Defines each different command chain and its constituent players that are going to make up each side present in the scenario. There must be at least one COMMAND CHAIN for each SIDE and each command chain must contain one or more PLAYERS:. The formatting is as follows: COMMAND CHAIN [PLAYER:] END COMMAND CHAIN
is from the list of command chains in the UAN.
2.6.
PLAYER
There must be at least one PLAYER: data item for each player present in the scenario, but the same player may occur in several command chains. However a complete PLAYER: data item containing all the subsidiary information should only appear in the first COMMAND CHAIN in which the player appears. In each subsequent COMMAND CHAIN the PLAYER: data item should consist only of the 'Identification Phrase' which labels the player. The data items that can occur in the PLAYER: entry are: LOC: at least one of these must appear for each LOCATION defined in the TDB for the current player's type. MODES-OF-CONTROL optional, but if it does appear it can appear more than once to modify the player's tactics and utilization of its resources. ZONE this may occur if the player has coordination tactics that are defined in terms of geographical volumes. It can appear more than once.
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The Scenario Data Base KNOWS this is used to give the player initial information about friendly players, is optional and can occur more than once. TOLD ABOUT this is used to brief the player about hostile players. The information can be inaccurate. The item is optional and can appear more than once. The format for PLAYER: and its embedded data items is: PLAYER: LEVEL: [(FOR DISAGGREGATION ONLY)] [(ALT-CMDRS:)] [LOC:]... [MODES-OF-CONTROL:]... [ZONES]... [KNOWS]... [TOLD ABOUT]... END PLAYER
The Identification Phrase consists of: PLAYER: These two input values uniquely identify the player, is a positive integer and is from the list of players in the UAN and is also listed as a player type in the TDB. The number does not have to be globally unique but must be unique to players of this type. LEVEL:
This is a positive integer from that describes where the player fits in the command chain structure. A player with a of one would be the commander at the head of a command chain; one with the value two would be the second in command and so on. There will be at least one player whose position is one in any command chain but there could be more, all functioning as independent commanders of portions of the same chain (FOR DISAGGREGATION ONLY)
This entry is optional and is only used for players who will be created through a disaggregation process, i.e. future players. The following are the guidelines to be followed when specifying PLAYER: definitions for resources that will disaggregate: (1) Create a PLAYER: data item for each type of resource that will be disaggregated. Its identification phrase will have the following specifications, PLAYER: (FOR DISAGGREGATION ONLY)
which is a template for the creation of some variable number of future players. Upon launch or firing of the particular resource, the model will use the specified for the first player it creates then the will be incremented by one for each subsequent player. (2) Place the PLAYER: data item in all command chains in which the players of such type will exist.
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ALT-CMDRS: This entry is optional and is used to name one or more subordinates as alternative commanders. The subordinates must initially be one level below the commander in the command structure and possess a means of commurdcating with other players. The entry has the format: ALT-CMDRS: COMMAND-CHAIN
2.7.
LOC
The LOC: entry defines both where each player's locations are to be found within each scenario and also is used to initialize the component elements to be found at each location through embedded data items. Players may have more than one location as described in the PLAYER-STRUCTURE in the TDB. The data items that can be embedded in LOC: are: ELEMENT: this is not required, but if it is present it must be placed first and occur once each for every element to be found at this LOCATION in the PLAYER-STRUCTURE for this player's type in the TDB PLANS-FOR-MOVEMENT occurs at most once. It is used for players that can only reactively move. PATH occurs at most once. It is used for a player that has at least a partially predetermined path at the start of the game. PLANS-FOR-MOVEMENT and PATH cannot both be present at the same time The format for using LOC: is: LOC: {Location Definition} [ELEMENT: ] ... [PLANS-FOR-MOVEMENT] [PATH] END LOCATION
is a positive integer and must match the associated found in the PLAYER- STRUCTURE data item of the TDB. {Location Definition} provides the initial physical location. is optional and allows the orientation of non-moving elements in a direction other than in the default of due east. It has the following format: HDG: is a real number specifying the heading angle with chosen from either (DEG), (RADIANS) or (DEG/N/CW).
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2.8.
ELEMENT
This is the largest embedded item within each location of the player. It is used both to make small alterations to the status of each element from the proto-type defined in the TDB PLAYER-STRUCTURE and to initialize each element through further embedded data items. The element is first identified through its label, , and its name, , as specified in the TDB. Then the element's ability to survive attacks can be changed from that specified in the TDB by giving either of the keywords DISCRETE or CONTINUOUS which give the element's nature. These are followed by the keyword QUANTITY: and a either an integer value, for DISCRETE natured elements, or a real value, for CONTINUOUS natured elements. These values affect the element's chance of surviving an attack as follows: DISCRETE, integer valued quantity: a random number is selected when the element is attacked, the probability of a successful attack. If this number is less than some user defined threshold, (which varies according to the circumstances of the attack and the weapon used and is known as the probability of kill or PK), then a 'kill' is recorded and the value decremented by unity. When this value reaches zero the element is completely destroyed. Otherwise it is considered to survive and remain functional. CONTINUOUS, real valued element: this represents the element's cumulative survival probability. After each new attack it is multiplied by the complement of PK, which is the probability of the element surviving the attack. Note that while this value may become very small it will not reach zero and so players of this type will always remain within the scenario. Next either of the keywords CRITICAL or NONCRITICAL can be specified to indicate whether or not destruction of this element is critical to the whole location's survival. The format for the command is: ELEMENT: {} [SYSTEM:] ... END ELEMENT
QUANTITY:
and < element-name > correspond to and in the TDB PLAYER - STRUCTURE, is either DISCRETE or CONTINUOUS is a positive integer if is DISCRETE and a positive real number if it is CONTINUOUS, is optional and is either. Changes in , or will override the TDB values for these inputs. Both the and the items must be given even if they are the same as for the TDB entry, which makes the TDB items redundant.
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2.9.
SYSTEM
Defines differences in status of an element's system from those defined in PLAYERSTRUCTURE in the TDB for the corresponding player type. This is an optional data item and it too has embedded data items: TURN: occurs zero or more times and is used to turn systems on and off at different times in the scenario. POINT IT: occurs zero or one time and forces the system to point in a certain direction. FREQ: for sensors transmitters and receivers this appears at most once, for communication receivers it occurs zero or more times and is used to set operating frequencies. ALT-FREQ: occurs zero or more times for communication receivers to give alternative operating frequencies. FOCUS: occurs zero or more times for a disruptor system, and is used to define pre-emptive jamming spots which can be focussed on targetted transmitter's frequencies. The format for the input is: SYSTEM: [TURN]... [POINT IT] [FREQ:]... [ALT-FREQ:]... [FOCUS] ...
The first line of input is known as the system sentence and it identifies the system for which new information is being entered. There are three required entries: , and . The first two correspond to the system's label and name specified in the PLAYER-STRUCTURE template found in the TDB. The is one of the following: ON generally used to indicate that the system is operating normally. OFF causes the system to start the simulation turned off, which can be changed turned on later. NON-OP causes the system to remain completely non-operational for the whole simulation.
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The Scenario Data Base The default initial status is OFF for sensor receivers having only tracking capability and ON for all other systems. The data items TURN, POINT IT, FREQ:, ALT-FREQ: and FOCUS are all described in detail below. If one of these data items needs to be defined or the initial system status is other than the default the SYSTEM: data item is required otherwise it can be omitted.
2.10.
TURN
This allows systems to be turned on and off or made non-operational at predetermined moments during the scenario. It is normally used for jammers and disrupters and sometimes for sensors, the use of this data item is optional and the format for the input is: TURN
AT TIME:
is one of the following: ON, OFF or NON-OP, is a positive real number and denotes when during a scenario the status change will take effect, with of either (SEC), (MIN) or (HR). N.B. TURN should not be used to specify the system's status at the start of the scenario, the SYSTEM: data item should be used instead.
2.11.
POINT IT
Orients a system to point in a specific direction or point at a certain place during the scenario execution. It is used mainly for disruptors and communication transmitters and receivers and its use is optional, but if it does appear it can appear at most once. There are two options for the use of this item as described below: POINT IT IN
This allows a system to be pointed in a given direction. The format is: POINT IT IN DIR AZ, EL: []
can be either ABS (absolute) or REL (relative) to the heading of the parent location, is a non-negative real number from the range [0.0, 2n] or [0°, 360°] measured anticlockwise from due east, is a real number from the range [-n/2,7t/2] or [-90°, 90°], are either (DEG) or (RADIANS),
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The Scenario Data Base is optional and is either FIXED or TARGET and is only applicable to sensor receivers. If the direction is specified as REL and the system is on a moving vehicle, it will point in the direction that is measured relative to the heading of the moving vehicle. If the direction is specified as ABS and the system is on a moving vehicle, it will always point in this direction regardless of the orientation of the moving system. Stationary objects have a default setting of east. NB: the HDG: option of LOC: can be used to change the default due east reference direction. For sensor receivers selecting the option FIXED ensures that the system always points as described in the POINT IT IN statement. If this option is omitted or if the entry TARGET is selected a sensor receiver in tracking mode or on board a location that is moving to engage a target will point at the target. POINT IT AT LOCATION This option causes the system to always be directed at a specific point in the coordinate system. The format for its use is: POINT IT AT LOCATION
{Location Definition}
Even if the system is on a moving vehicle it will always point at the defined location no matter how the vehicle moves. {Location Definition} specifies the point location using either Cartesian or spherical coordinates. The format for the point's entry using Cartesian coordinates is: X,Y,Z: []
Here , and are real numbers and of either (M), (KM), (FT), (MILES) or (NM), of either (M), (KM), (FT), (MILES), (NM) or (ANGELS) is either AGL for above ground level or MSL for mean sea level. is optional and is either FIXED or TARGET and is only applicable to sensor receivers. It carries the same meaning as for the POINT IT IN statement. The point may be specified using spherical coordinates as follows: L/L,Z: []
with and using a DDDMMSSsd format and the other options having the same meanings as above.
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2.12.
FREQ
Defines the primary operating frequency for a sensor receiver, sensor transmitter, or a communication receiver. For a communication receiver, this item also specifies the communication net to which the receiver belongs when used with this frequency. The formatting is different for sensor and communication systems: Sensor Systems: For radar sensors this data item should appear at most once within the SYSTEM: item naming the sensor receiver or transmitter system. For optical sensors the data item may appear within a SYSTEM: item naming the sensor receiver. In either case the frequency specified here overrides the XMIT-FREQ in the system's capability block in the TDB. The format for its input is: FREQ:
< frequency > is a positive real number with of either (HZ), (KHZ), (MHZ) or (GHZ) Communication Systems: If a communications receiver is named in the SYSTEM: data item then the FREQ: data item is required for every different communication net a player is going to use this receiver on. The format for communication systems: FREQ:
NET:
is a positive real number with as either (HZ), (KHZ), (MHZ) or (GHZ) is a positive integer and is from the list of implicit-nets or explicit-nets in the UAN and corresponds to a net defined in one of the NET TYPE data items in the SDB. The frequency assigned to implicit nets is a dummy frequency with no physical significance.
2.13. ALT-FREQ Defines alternative frequencies for a communication receiver, sensor receiver, or sensor transmitter so that the system can change to a new frequency in response to jamming. The format for the input is: ALT-FREQ:
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The Scenario Data Base is a positive integer for identification purposes. It identifies the alternative frequency and also specifies a relative ordering of the frequencies. The identifiers should be given in ascending order. is a positive real number giving the alternative frequency with of either (HZ), (KHZ), (MHZ) or (GHZ). One FREQ: sentence must precede the set of ALT-FREQ: sentences. It is advisable to have at least one ALT-FREQ: data item defined for each communication net but only one player on a net should have the ALT-FREQ: definitions.
2.14.
FOCUS
Used to define zero or more pre-emptive spots for a disruptor system. Pre-emptive spots are focused upon certain frequency bands immediately upon the turning on of an explicit jammer. The format for the input is: FOCUS
NOISE PULSE
SPOT
LO/HI-FREQ:
with and are real values specifying the frequency band with of either (HZ), (KHZ), (MHZ) or (GHZ). N.B. PULSE jammer spots require a value for SUBCARRIER-BANDWIDTH in DISRUPTOR-FREQ-LIMITS to be set in the TDB.
2.15. PLANS FOR MOVEMENT This data item follows the embedded items which define each element at the current location. It allows the user to specify movement plans for the player's location when it has no predefined movement path defined in a PATH data item. (So that this player can only reactively manoeuvre.) It is required for locations that are going to start movement at some time during the scenario with the particular movement plans specified in the MOVE-PLANS data item in the TDB. If PLANS-FOR-MOVEMENT is given for a player then the PATH item must be absent. The PLANS-FOR-MOVEMENT item is commonly used for dissagregated players, i.e. future players.
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The Scenario Data Base The PLANS-FOR-MOVEMENT data item consists of one or more path points, each point is described by the use of five components. The format for the input is given below and is followed by a description of the various components: PLANS-FOR-MOVEMENT PLAN (......) CHECKPOINT {Location Definition} SPD: TURN-RADIUS:
END PLANS-FOR-MOVEMENT
Plan Entry Each named PLAN constitutes a 'Plan Entry' in the SDB. This entry directs the model to invoke a particular named plan from the MOVE-PLANS tactics at that point. It consists of a: from the list of manoeuvres in the UAN. The plan name provides a linkage from the SDB to a particular plan in a MOVE-PLANS data item so this name must be identical to one given in MOVE-PLANS. occurs zero or more times from the list of manoeuvres in the UAN. There is a space required both before and after the value list inside the parentheses, the parentheses are absent if these options are absent. This option allows data specified in the SDB for each individual player to be passed to the plan, which is defined only once for each player-type, so varying its behaviour from player to player. Checkpoint Entry This entry provides a means of associating the physical location given in the 'Location Definition' which follows it to a checkpoint specified in the current plan from player-type's MOVE-PLANS block. At least one 'Plan Entry' or 'Checkpoint Entry' must be provided for each 'Location Definition' in order for the player to identify the point with a particular plan. The entry consists of: a checkpoint name taken from the list of manoeuvres in the UAN. Location Definition Provides the coordinates of a point somewhere along the player's path, with these points requiring no special order. Each point must have a 'Plan Entry' and or a 'Checkpoint Entry' preceding it. At least one 'Location Definition' requires a plan name to precede it, but it does not need to be the first point in the list. The location definition can occur zero or more times, but should occur at least once for the PLANS-FOR-MOVEMENT entry to have any effect. If the point is specified using Cartesian coordinates it has format: X,Y,Z:
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Here , and are real numbers and of either (M), (KM), (FT), (MILES) or (NM), of either (M), (KM), (FT), (MILES), (NM) or (ANGELS) If the point is specified using spherical coordinates it has format as follows: L/L,Z:
with and using a DDDMMSSsd format and the other options having the same meanings as above. Speed Entry This may occur after any point and gives the speed the player in moving from the current point to the next. Its format is: SPD: where a positive real number with of either (M/SEC), (KM/HR), (FT/SEC), (MPH) or (KNOTS). Turn Radius Entry This entry may occur after a 'Location Definition' for a path whose mode is set to be 3-D and gives the player's minimum turn radius in moving from the current point to the next. Its format is: TURN-RADIUS: where < radius > is a positive real number with as either (M), (KM), (FT), (MILES) or (NM). It is important to note that the inclusion of a speed and or a turn radius after the first 'Location Definition' for a disaggregated player, i.e. a future player, will define the initial speed and or turn-radius for the player upon its creation. If these values are not specified then the default speed and turn radius are 1 ms-1 and 1 m, respectively. These values are unlikely to be ones required for the player so normally these entries will be required for disaggregated players. Also note that reactive movement can cause changes in the speed and turn radius independently of the changes specified in this data item.
2.16. PATH This data item is required for locations that move along a predefined movement path, but the player may still reactively manoeuvre if required to do so by the model. If PATH is given for a player then the PLANS-FOR-MOVEMENT item must be absent. The PATH command is not suitable for players who will be launched into motion following a command from a superior. The format for the input is: PATH START TIME MODE:
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The Scenario Data Base [BOUNDARY] {Point Data}
{Point Data}
is a non-negative real number with units of either (SEC), (MIN) or (HR). The time defines when the player location begins movement and should be greater than or equal to the game START TIME:. is either AGL or MSL, although these are equivalent when no terrain is present. This specifies the interpretation of the z-coordinates given in the Point Data entries. is either SURFACE which models point-to-point movements using straight line segments which include instantaneous changes of direction or 3-D which models the movement using smooth curves which cannot make turns with radii smaller than the specified minimum turn radius. The arcs constituting the turns are three dimensional. [BOUNDARY] is an optional embedded data item that defines spatial limits for an entire path, not just for path segments. It is required when one of the following is specified in the TDB MOVE-OPTIONS data item: Terrain Following, Terrain Avoidance or Threat Avoidance. It is also required if the NOW-TERRAINFOLLOW action is used in the TDB MOVE-PLANS. A maximum of one BOUNDARY entry can appear in PATH. See below for a description of the BOUNDARY data item. {Point Data} There are six components for describing each point, as shown in the format statement below. If the player can reactively manoeuvre then all components of the point data format may be used. If the player only follows preprogrammed paths then the plan entry and checkpoint entry are not used. The first point in a movement path must include a location definition and a speed entry. It must also possess a plan entry if the moving location can reactively manoeuvre to engage targets. The format is shown below: PLAN (......) CHECKPOINT {Location Definition} SPD: TURN-RADIUS: TIME-WINDOW:
Plan Entry Each named PLAN constitutes a 'Plan Entry' in the SDB. This entry directs the model to invoke a particular named plan from the MOVE-PLANS tactics at that point. It consists of a: from the list of manoeuvres in the UAN. The plan name provides a linkage from the SDB to a particular plan in a MOVE-PLANS data item so this name must be identical to one given in MOVE-PLANS.
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The Scenario Data Base occurs zero or more times from the list of manoeuvres in the UAN. There is a space required both before and after the value list inside the parentheses, the parentheses are absent if these options are absent. This option allows data specified in the SDB for each individual player to be passed to the plan, which is defined only once for each player-type, so varying its behaviour from player to player. Checkpoint Entry This entry provides a means of associating the physical location given in the 'Location Definition' which follows it to a checkpoint specified in the current plan from player-type's MOVE-PLANS block. At least one 'Plan Entry' or 'Checkpoint Entry' must be provided for each 'Location Definition' in order for the player to identify the point with a particular plan.. The entry consists of: is a checkpoint name taken from the list of manoeuvres in the UAN. Location Definition Provides the coordinates of the points making up the player's preprogrammed path. At least two points are required to form a path. For points which are part of a plan for reactive movement then either a 'Plan Entry' or a 'Checkpoint Entry' or both should precede it. At least one 'Location Definition' requires an identified plan to precede it, but it does not need to be the first point in the list. If the point is specified using Cartesian coordinates it has format: X,Y,Z:
Here , and are real numbers and of either (M), (KM), (FT), (MILES) or (NM), of either (M), (KM), (FT), (MILES), (NM) or (ANGELS) If the point is specified using spherical coordinates it has format as follows: L/L,Z:
with and using a DDDMMSSsd format and the other options having the same meanings as above. Speed Entry This must occur after the first point to specify the initial speed of the player and then may occur after any subsequent point to change the speed of the player. Its format is: SPD: where is a positive real number with of either (M/SEC), (KM/KR), (FT/SEC), (MPH) or (KNOTS). Turn Radius Entry This entry must occur after the first point to specify the minimum turn radius of a player whose path is being computed using the 3-D mode. It may occur
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The Scenario Data Base after any subsequent point to change the minimum turn radius of the player. Its format is: TURN-RADIUS: where < radius > is a positive real number with as either (M), (KM), (FT), (MILES) or (NM). Time Entry This entry may be given after any point in order to attempt to constrain the mover to arrive at the specified point in the desired time window. This will only be achievable if the speeds at which the player must move in order to accomplish this are consistent with the player's speed and acceleration limits. Its format is: TIME-WINDOW: and are positive real numbers which bound the time interval with units of (SEC), (MIN) or (HR). Note that any reactive movement can cause changes in the speed and turn radius independently of the changes specified in this data item.
2.17.
BOUNDARY
Places vertical and horizontal limits on movement when using terrain following, terrain avoidance and threat avoidance modes. There must be a MOVE-OPTIONS data item present in the TDB defining the movement modes for the associated player type. This data item consists of a 'Vertical Phrase' and a 'Horizontal Phrase' with the following format: BOUNDARY VERTICAL LIMIT: MIN AGL MAX MSL {Location Definition} {Location Definition} {Location Definition} ...
Vertical Phrase This is required for a moving player location that uses terrain following or terrain avoidance. It has no effect when used with threat avoidance but must still be present. This phrase consists of vertical limits which defines the band of altitudes within which the player location is allowed move. < z > is a real number with of either (M), (KM), (FT), (MILES) or (ANGELS). Note that the lower limit must be given relative to ground level, AGL, and the upper limit relative to mean se level, MSL.
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The Scenario Data Base Horizontal Phrase This is required for a moving player location that uses any of the three modes. It consists of three or more points. The points' positions may be entered using either Cartesian co-ordinates or spherical coordinates. Together they define the perimeter of a polygon which defines the region within which the player must remain. The points must be ordered so that they either describe the boundary of the polygon in a clockwise or anticlockwise sense with the coordinates of the first point and the last point being different. Each point is entered in Cartesian coordinates as: X,Y:
and are real numbers with of either (M), (KM), (FT), (MILES) or (NM), or if the point is specified in spherical coordinates as L/L:
with and using a DDDMMSSsd format.
2.18.
MODES OF-CONTROL
This entry initializes the player's modes of control for decisions involving launching subordinates, lethal engagement non-lethal engagement and emission control. This entries can be tested in the player's tactical decision making procedures. There are four possible entries in this data item and each requires a single entry of the name of the player which has the decision making authority. The format of the command is as shown below: MODES OF CONTROL LAUNCH ENGAGE DISRUPT EMC0N
comes from the list of players in the UAN and is either CMDR or from the list of players in the UAN. MODES-OF-CONTROL is used in conjunction with selected criteria in the TDB RESOURCE ALLOCATION data item, as follows:
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LAUNCH
LAUNCH-CONTROL-MODE
ENGAGE
ENG-CONTROL-MODE
DISRUPT
JAM-CONTROL-MODE
IS IS-NOT IS IS-NOT IS
SELF SELF
DSTO-GD-0130
The Scenario Data Base IS-NOT
SELF
NB: EMCON mode of control cannot be evaluated in RESOURCE ALLOCATION presently.
2.19. ZONE Defines a volume for a zone. A player who has tactics effected by permissions in ZONE-CHARACTERISTICS or has a RESOURCE-ALLOCATION criteria referring to a zone needs to have that zone described either in a ZONE data item or in a DEFINESHARED-ZONES data item. If only the player under consideration will use the zone then a ZONE data item should be created; otherwise if more than one player will access the same zone, a DEFINE-SHARED-ZONES data item should be defined in the SDB. Access to the shared zone is accomplished by including the USED-SHARED-ZONE (described next) for each player with access. The format for zone is the same regardless of where it is included: ZONE MIN/MAX ALT: [Reference Phrase] {Horizontal Definition}
is a positive integer used for identification purposes along with . This name is from the list of zones in the UAN. For zones owned by only one player the label should be unique. is either STATIONARY or RELATIVE. If STATIONARY then the zone coordinates must be the absolute positions of the zone within the Suppressor coordinate system, choosing RELATIVE allows the coordinates to be entered relative to some location reference as described below. and define the upper and lower vertical limits of the zone, they are real numbers with and as either (M), (KM), (FT), (MILES), (NM) or (ANGELS). The altitudes are referred to and respectively, which can be AGL (above ground level), MSL (mean s level) or REF which is used when the zone is relative to some location. [Reference Phrase] occurs zero or one time and only appears if is set as RELATIVE. The use of this option overrides the default assumption that the location reference for a relative zone is a location of the player's location that owns the zone. There are four options:
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The Scenario Data Base Relative to a player The specified player location must be on the list of perceived targets or on the list of friendly perceptions at the time of a zone evaluation for the evaluation to be successful. The format for the input is: RELATIVE TO PLAYER:
LOC:
is the player label, is the player type from the list of players in the UAN, and < loc - id> is the location label. Relative to a checkpoint The named checkpoint must be identified in the player's PATH or PLANS -FORMOVEMENT entries in the SDB and be present in the list of manoeuvres in the UAN. The format for input is: RELATIVE TO CHECKPOINT: [HDG: ]
is the name of the checkpoint is a real number giving the heading of the zone with of either (DEG), (RADIANS) or (DEG/N/CW). The use of the heading qualifier is optional. Relative to a position specified with Cartesian coordinates The format for the input is: RELATIVE TO X Y, Z:
[HDG: >cheading> ]
, and are real numbers with are either (M), (KM), (FT), (MILES) or (NM), and are either (M), (KM), (FT), (ANGELS), (MILES) or (NM) is either AGL or MSL is a real number giving the heading of the zone with of either (DEG), (RADIANS) or (DEG/N/CW). The use of the heading qualifier is optional. Relative to a position specified using latitude and longitude The format for the use of this option is: RELATIVE TO L/L, 2 :
[HDG: ]
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< z > is a real number with of either (M), (KM), (FT), (ANGELS), (MILES) or (NM) is one of the following: AGL or MSL is a real number for the heading of the zone with of either (DEG), (RADIANS) or (DEG/N/CW). The use of the heading qualifier is optional. {Horizontal Definition} This consists of one Circular Option or at least three Points Options. Circular Option Here the zone being defined is shaped like a piece of pie (if is zero) or a like a doughnut (if is greater than zero). The centre of the zone is either the origin of the Suppressor system, or the position specified in the Reference Phrase or the location of the player relative to whom the zone is defined. The format for the input is: MIN/MAX RNG: COUNTERCLOCKWISE FROM: TO:
and define the width of the slice, they are nonnegative real numbers with of either (M), (KM), (FT), (MILES) or (NM). and define the sides of the slice, they are real numbers with of either (DEG), (RADIANS) or (DEG/N/CW). The range of the angles depends upon the units as summarised by the following table:
(DEG)
range [-180°->180°]
(RADIANS)
[-71—>7l]
(DEG/N/CW)
[0°->360°]
units
N.B. the COUNTERCLOCKWISE qualifier is optional, if it is omitted the zone will be a complete circle. Points Option Each 'Points Option' describes a point and may be entered using either Cartesian or spherical coordinates. The following are the entry requirements: 1. the coordinates of the first point and last point must be different, 2. the points must define the edge of an enclosed polygon which is traversed in either a clockwise or anticlockwise sense, and
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3. all point options do not have to use the same coordinate systems. The format for entry is: [point]
[point] ...
where each point is entered as either: X,Y:
and are real numbers with of either (M), (KM), (FT), (MILES) or (NM), or the point is specified in spherical coordinates as L/L:
with and using a DDDMMSSsd format.
2.20.
USE-SHARED-ZONES
Allows a player to have access to a zone that is also used by other players and is defined in a DEFINE-SHARED-ZONES data item. Each zone that a player will access requires a USE-SHARED-ZONE data item to identify the particular zone entry. The format for this is: USE-SHARED-ZONE
is a positive integer number and is from the list of zones in the UAN. These two entries must match those defined for the ZONE data item that is to be shared.
2.21.
KNOWS
This data item allows each player to be given initial information about friendly players and allow it to know what materiel that player has under its control. (Here material is always either a player or future player resource.) It is an optional data item and consists of two types of entry as shown in the format below: KNOWS: HAS
{Location Definition}
Knows Entry This can be used alone or followed by a 'Has Entry'. It is used to provide either true or misperceived locations of friendly players. The entries are:
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The Scenario Data Base and which identify the friendly player and must correspond to identical entries made in the PLAYER: data item for the known player. is either O/A (out of action) or OP (operational) The physical location may be given using either Cartesian coordinates with format: X,Y,Z:
Here , and are real numbers and of either (M), (KM), (FT) or (MILES), of either (M), (KM), (FT), (MILES) or (ANGELS) and is either A6L for above ground level or MSL for mean sea level. If the point is specified using spherical coordinates it has format as follows: L/L,Z:
with and using a DDDMMSSsd format and the other options having the same meanings as above.
Has Entry This cannot be used alone. A Knows/Has combination is required for a commander in a command chain who has the authority to launch other players. The 'Has Entry' is used to list the number and type of resources for launching. The entries are: , a positive integer defining the quantity of materiel at the player's location, and which identifies the resource from the list of players or future-players in the UAN. N.B. when using the above entries in combination the following are required: (i) there must be a 'Knows Entry' for each subordinate to be used in the process for launching; (ii) the subordinates which possesses the material to be launched, i.e. the subordinate which includes a 'Has Entry', must have status OP whilst the subordinates that are to be launched must have status O/A; (iii) the physical locations must be identical for all the subordinate in the chain.
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The Scenario Data Base The following example clarifies these rules. It shows the KNOWS entry for a commander indicates that it has a subordinate '341 airbase' that is operational and has interceptors of type 'fighter_player', currently out of action, that could potentially be launched as a resource. KNOWS 71 fighter_player O/A X,Y,Z: -200.0 190.0 (KM) KNOWS 341 airbase OP X,Y,Z: -200.0 190.0 (KM) HAS 6 fighterjplayer
2.22.
0.0 (M)
AGL
0.0 (M)
AGL
TOLD ABOUT
Sets up briefed perceptions of threats, i.e. enemy players, which may be engaged or may influence threat avoidance. Perceptions created here are permanent and will only be dropped when the target is believed to be dead. The data may be accurate or inaccurate. TOLD ABOUT can appear as many times as necessary with the format: TOLD ABOUT LOC {Location Definition} BY
, correspond to the identical values specified in the PLAYER: and LOC: data items. and identify the player providing the intelligence information and the values must correspond to the label and player name given in the PLAYER: data item of the SDB. The physical location may be given using Cartesian coordinates with format: |X,Y,2: Here , and are real numbers and of either (M), (KM), (FT) or (MILES), of either (M), (KM), (FT), (MILES) or (ANGELS) and is either AGL for above ground level or MSL for mean sea level. If the point is specified using spherical coordinates it has format as follows: L/L,Z: with and using a DDDMMSSsd format and the other options having the same meanings as above.
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Time History Data Items
3.
Time History Data Items
This section contains a list of time history data items with each entry accompanied by a brief description. These data items are referred to in the ADB and MOD sections. The full syntax of many entries is similar to that of CAN' T-USE-NEW-DETECTION-OF which is given here as an example: [] CAN'T-USE-NEW-DETECTION-OF
[]
In this entry the first name triplet , and [] refer to the SDB label, the player name and, when the player has more than one location, the label of the relevant location. For conciseness the above syntax will be recorded in this appendix as follows: first-player
CAN'T-USE-NEW-DETECTION-OF
second-player
Usually the meaning of the items is self explanatory, but in some cases extra information is recorded in the output. In this case a fuller explanation of the format used and the information contained in the data will be given. Most times given in the entries refer to 'game time' and are expressed in an HH:MM:SS.s format, where HH are hours, MM are minutes, SS are seconds and s are tenths of seconds. Spatial positions are given in Cartesian co-ordinates in units of kilometres. Where given angles are expressed in degrees. Azimuthal angles and headings are measured clockwise from due north, this differing from the conventions in the TDB and SDB where they are measured anticlockwise from due east. In the MOD output each entry is listed in chronological order with the time of the entry being listed first, for example the following example occurs just after six minutes game time have elapsed: 6: 01.8 11 bomber INITIATES-PERCEPTION --OF 101 target and FIRST-DIRECTLY-SEES it with sensor: 120 bomber radar rx; tgt (x,y,z) : 19 .000 10.500 0. 000 km; at time: 6:01.6; spd: 0 0 m/s; hdg: 90.0 deg; sense time : 6:01.6 sensor (x,y,z): -15 3 14.2 1.2 00 km; 3-D dist 34.6 ] cm
From this example it is clear that several entries can be run together, slightly modifying their format. This is not discussed in the following descriptions of the individual entries but when it occurs in a listing file the sense of the entry should always be clear.
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Time History Data Items ABANDONS - SALVOING-AGAINST
This entry records that salvo firing has been aborted due to an event beyond the control of the attacker: first-player ABANDONS-SALVOING-AGAINST second-player ABORTED-INFLIGHT-SHOT-AT Documents the loss of controlled ordnance enroute to a target due to one of the following reasons: ♦ the tracking sensor associated with the weapon system goes into coast mode and remaining in this state longer than the MAX-COAST-TIME in the SNR-TIME-DELAYS data item, ♦ the element owning the tracking sensor being successfully attacked, ♦ the targeted location stopping movement or being destroyed, or an intercept being impossible. first-player ABORTED-INFLIGHT-SHOT-AT second-player firing time: ; wpn:
The game time at which the shot was aborted is given and the weapon involved is identified by its label and type. ADDS-ENTRY-TO-JAMMER-QUEUE-FOR-TGT
For players that can reactively jam communications or sensors, this incident is the first of two decisions that must be made in this process. It defines when an entry can be added to the jammer queue and it signifies that an emitter is a candidate for having its frequency jammed. This entry will correspond to actions taken by the JMR-QUEUEADD procedure in RESOURCE-ALLOCATION tactics. first-player ADDS-ENTRY-TO-JAMMER-QUEUE-FOR-TGT second-player tgt emitter: ; jammer:
The labels and the names of the targerted emitter and the jammer are listed. ADDS-SUB-TO-ASGN-QUEUE-FOR-TGT This records that a subordinate was added to the assignment queue for a particular target. This entry corresponds to actions taken by the LETHAL-ASSIGNMENT-QUEUEADD procedure in RESOURCE-ALLOCATION tactics. first-player
ADDS-ENTRY-TO-ASGN-QUEUE-FOR-TGT
second-player
ADDS-WPN-TO-ENG-QUEUE-FOR-TGT
This records that a weapon was added to the engagement queue for the particular target. This entry corresponds to actions taken by the LETHAL-ENGAGE-QUEUE-ADD procedure in RESOURCE-ALLOCATION tactics. first-player
ADDS-WPN-TO-ENG-QUEUE-FOR-TGT
second-player
ADJUSTS-JAMMER-SPOT-FOCUSED-AT
This records the action of adjusting the jammer spot to follow frequency changes made by a target emitter. first-player ADJUSTS-JAMMER-SPOT-FOCUSED-AT
150
second-player
DSTO-GD-0130
Time History Data Items target emitter: old spot center MHz new spot center MHZ
It identifies the target emitter as well as the old and new frequencies. BAFFLED-BY-ASG-CANCEL-FOR
A player has received an assignment cancellation on a target about which the player was unaware. This can occur when there is a backlog in communications. first-player
BAFFLED-BY-ASG-CANCEL-FOR
second-player
,BY-COMMAND,-ENGAGES
This records the decision to begin a lethal engagement based on a prior lethal assignment. first-player ,BY-COMMAND,-ENGAGES second-player with: ; tgt(x,y,z): km; hdg: deg; wpn(x,y,z): km; az: deg; 3-D dist: km;
The weapon's label and name are recorded along with both its and the target's positions. In addition the heading of the target and the azimuth of the range vector drawn from the weapon are given, both measured clockwise from due north. Finally the true distance between the target and the weapon is given. CAN-CONTINUE-SALVO-AGAINST
Identifies the ability of a player to continue a salvo against a target after regaining lock. A player will discontinue salvoing if the tracker loses lock. If lock is regained before the maximum coast time is exceeded then the player will restart the salvoing sequence and record this message. first-player
CAN-CONTINUE-SALVO-AGAINST
second-player
CANNOT-INTERCEPT
This message is recorded when ordnance fired by a weapon cannot intercept the target. This computation is based on the WPN-SPD-CAPABILITY of the ordnance and so is not relevant to weapons using future players. This message will be given on initial firing of the weapon or when manoeuvring of the target subsequent to the ordnance's launch make intercept impossible first-player CANNOT-INTERCEPT at
second-player
The message records the game time at which the computation was made. CAN'T-MANEUVER-AGAINST
This message is recorded when a player is directed by its lethal engage tactics to engage a target but cannot manoeuvre to attack the target using reactive movement. first-player
CAN'T-MANEUVER-AGAINST
second-player
reason: current priority:
151
DSTO-GD-0130
Time History Data Items
The item records the reasons for the problem, which will either be that the attack priority is not specified, or the target is not a member of the current attack priority, in which case the current priority will be printed out, or no plan name was specified for the mover to follow. Sometimes this message will be recorded when the scenario is behaving according to plan, for example when a plan does not come into play until a mover reaches a certain checkpoint in its path but can identify a target earlier. CAN'T-USE-NEW-DETECTION-OF Player has discarded a sensory perception of a target because its capacity to accept any more perceptions has been exceeded, this limit being specified by the MAX-SNRPERCEPTIONS entry of the TDB. first-player
CAN'T-USE-NEW-DETECTION-OF
second-player
CHANGES-TERRAIN-FOLLOWING-ALTITUDE
A player has altered its altitude at which it is currently flying above terrain. This event corresponds to a NOW TERRAIN-FOLLOW-AT item in the player's MOVE-PLANS. first-player CHANGES-TERRAIN-FOLLOWING-ALTITUDE new altitude: m [original value]
The new altitude is recorded along with the phrase 'original value' when the height selected is that originally specified in the player's SDB. CHANGE-IN-DETECTION-FOR
This event is recorded whenever a change has occurred in the sensing status of a particular target. first-player CHANGE-IN-DETECTION-STATUS-FOR second-player using now signature: abs; at degrees azimuth; degrees elevation; 3-D dist: km; azimuth-to-tgt: deg,elevation-to-tgt: deg
A great deal of information is recorded for this event. First of the identification and name of the sensor receiver for which the change in status was recorded is noted along with a description of the status change. Nine possible status flags may change, although not all can occur for all sensors. These are recorded as follows:
152
DSTO-GD-0130
Time History Data Items
Status Passed maximum doppler OK
Status Failed doppler too high
minimum doppler OK
doppler too low
within elevation
outside elevation
within azimuth
outside azimuth
signal/noise OK
signal/noise low
above horizon
below horizon
no terrain mask
terrain masking
within altitude
outside altitude
within 2D-range
outside 2D-range
Description Tests upper bound of sensor's doppler limits Tests lower bound of sensor's doppler limits Tests that the target is within the sensor's elevation limits Tests that the target is within the sensor's azimuth limits Tests that the target's signal is above the sensing threshold Tests that the target is above the horizon Tests that the target is not hidden by terrain Tests that the target is within the altitude envelope of the sensor Tests that the target is within the range envelope of the sensor
The signature value is the computed radar, optical or infrared cross-section, or for radar warning receivers the emitted power minus its internal losses. The next two values record the current azimuth and elevation angles drawn from the target to the sensor. The cross-sections should correspond to the signature values defined in the target's susceptibility blocks so these angles are relative to the target's heading vector. The distance is the true three dimensional distance from the sensor to the target in kilometres. The azimuth to target is the azimuthal angle drawn from the sensor to the target measured clockwise from due north. The elevation to target is the vertical angle drawn from the sensor to the target with angles measured upwards from horizontal. CHANGE-IN-SENSING-STATUS-FOR This records when a sensor changes between failing to detect a target and successfully detecting a target. It is more selective than CHANGE-IN-DETECTION-FOR it is only recorded when the outcome of the sensing chance is changed by the event. first-player CHANGE-IN-SENSING-STATUS-FOR second-player using sensor (x, y, z): hdg: deg; target (x, y, z): hdg: deg; [Target Phrase] First of the identification and name of the sensor receiver for which the change is noted along with a description of whether the detection is succeeding, "now succeeding" or failing, "now failing". The Cartesian coordinates of the sensor and the target are both given, along with their headings measures in degrees clockwise from due north. The 'Target Phrase' is recorded when the sensor is succeeding in detecting the target. For radars, optical sensors and infrared sensors it is:
153
DSTO-GD-0130
Time History Data Items tgt elements:
...
so listing the detected target element or elements. For radar warning receivers it is: tgt transmitters: ... listing the detected transmitters. COASTING-BEYOND-PATH-END This records that a reactive mover is continuing to move beyond the last point specified in its path while deciding what to do next. first-player COASTING-BEYOND-PATH-END plan name: The item records the name of the plan in effect at the time. ,COASTING,-STOPS-FIRING-AT This shows that weapon firing has stopped during a salvo as a result of the tracking sensor going in coast mode. first-player
,COASTING,-STOPS-FIRING-AT
second-player
CONFUSED-BY-ASG-STATUS-FROM
This records that a commander has received a status message from a subordinate regarding a target to which the subordinate has been assigned and about which the commander is currently unaware. This is a symptom of overloaded communication nets effecting the normal message transmissions between players. It implies that the subordinate did not receive an earlier message from the commander cancelling the assignment. first-player
CONFUSED-BY-ASG-STATUS-FROM
second-player
CRASHES-INTO-THE-GROUND
A mover has crashed into the ground, as a result of a planned movement path or a reactive movement path. This event would normally not occur for ground vehicles. first-player
CRASHES-INTO-THE-GROUND
second-player
CUES-HEADING-TOWARD-TARGET This indicates that the heading of a player's location is being changed to point towards a target. first-player CUES-HEADING-TOWARD-TARGET second-player new heading: azimuth = degrees from north, elevation = degrees
The new heading is given as an elevation angle and an azimuth measured clockwise from due north.
154
DSTO-GD-0130
Time History Data Items DECENTRALIZES-CONTROL-TO This records a commander telling a subordinate to change its lethal mode of control value to its own player type. This event corresponds to actions taken by the commander's LETHAL-ASSIGNMENT-START tactics. first-player
DECENTRALIZES-CONTROL-TO
second-player
DECIDES-TO-SHOOT-AT
This event records the decision to fire one round of ordnance at a target location. first-player DECIDES-TO-SHOOT-AT second-player with: ; tgt (x,y,z) km; hdg: deg; wpn (x,y,z) km; az: deg; 3-D dist: km; firing time
The entry records the weapon's label and name, the Cartesian coordinates of the weapon and the target, the heading of the target and the azimuthal angle of the vector joining the weapon to the target measured clockwise from due north. In addition the three dimensional distance between the target and the weapon and the scheduled time of firing of the weapon in HH:MM:SS.s format are given. DELETES-ASSIGNMENT-TO When a commander decentralises control it will cancel all active assignments allowing the subordinates to decide what they want to do on their own. first-player
DELETES-ASSIGNMENT-TO
second-player
DELETES-JAMMER-QUEUE-ENTRY-FROM-TGT
This records the action of removing a transmitter from a jammer's queue of candidate targets. This action corresponds to the JAMMER-QUEUE-DROP tactics in the TDB. first-player DELETES-JAMMER-QUEUE-ENTRY-FROM-TGT second-player tgt emitter: ; jammer:
The labels and types of the target transmitter and of the jammer are also recorded. DEPARTS-ORBIT-FOR-A-PATTERN This is recorded when reactive mover leaves an orbit specified by a repeating pattern and goes into another pattern, which might, or might not, be repeating.. first-player DEPARTS-ORBIT-FOR-A-PATTERN second-player DID-NOT-CHANGE-ITS-PATH
After evaluating a plan in the player's MOVE-PLANS a reactive mover has not changed its path, but it might have changed its attack priorities or implemented another plan. first-player DID-NOT-CHANGE-ITS-PATH second-player
155
DSTO-GD-0130
Time History Data Items DIGESTS-RESULTS-OF-ATTACK-ON
A thinker with weapons has attacked and seen the results of the attack, it is now thinking about what to do next; it may disengage, continue to shoot, or reactively manoeuvre. If the target was killed a SEES-DEATH-OF-KNOWN message will be recorded following this. first-player DIGESTS-RESULTS-OF-ATTACK-ON second-player DISCONTINUES-MANEUVER
This event is recorded when a thinker has decided to stop manoeuvring towards a target for the purpose of lethal engagement. first-player DISCONTINUES-MANEUVER DISCONTINUES-TRACKING-OF
A player was tracking a target when it decided to stop the engagement. This will normally follow a STOP-ENGAGEMENT incident unless the tracking sensor which is also identified by label and name in the message was not locked onto the target. first-player DISCONTINUES-TRACKING-OF second-player with sensor: DROPS-SUB-FROM-ASGN-QUEUE-FOR-TGT
A subordinate has been dropped from the assignment queue for a particular target location. This action corresponds to decisions made in the LETHAL-ASSIGNMENTQUEUE-DROP tactics in the TDB. first-player DROPS-SUB-FR0M-ASGN-QUEUE-FOR-TGT second-player subordinate:
The message also records the subordinate's label and name from the SDB. DROPS-WPN-FROM-ENG-QUEUE-FOR-TGT
This records that a weapon has been dropped from the engagement queue for a particular target location. The action usually corresponds to decisions made in the LETHAL-ENGAGE-QUEUE-DROP tactics in the TDB. first-player DROPS-WPN-FROM-ENG-QUEUE-FOR-TGT second-player weapon: [cause]
The weapon's identification label and name are also recorded, as well as the cause "due to loss of weapon system", of the event when it was not due to decisions made in the LETHAL-ENGAGE-QUEUE-DROP procedure. This occurs when the element containing the weapon system is lost by the player. EMPLOYS-A-VERTICAL-PROFILE
This message is recorded when a thinker has chosen to use the named vertical profile, which is specified in its movement plans, to either attack or escape from a target, or to fly to or from a specified point. first-player EMPLOYS-A-VERTICAL-PROFILE profile name:
156
DSTO-GD-0130
Time History Data Items
EXPECTS-TO-INTERCEPT
This records the time at which ordnance fired from a weapon is expected to intercept a target, with the estimated time being based upon the current trajectory of the target and the flyout capability of the weapon's ordnance. Several eventualities can cause the estimate to be wrong, including the target manoeuvring, the target being destroyed, or either the weapon being destroyed or the player losing track on the target when guiding the ordnance and so on. first-player EXPECTS-TO-INTERCEPT second-player at FAILS-
This occurs when a criterion in the named Resource-Allocation procedure evaluates to false and the decision maker, target, and resource match the user specifications in the MOD command DEBUG. (See the discussion in section 6.4 of the User Guide, 'Debugging Resource Allocation Procedures'.) There are seventeen different possible procedures and many more criteria that may fail for many different reasons which means that the possible output is very varied. For example for the LETHAL-ENGAGEFIRING-START procedure we can have: first-player FAILS-LETHAL-ENGAGE-FIRING-START target: second-player weapon: criterion failed: ; filter: current value/thresh:
The above message would be given when the test made by the named criterion, in the given filter, , of the LETHAL-ENGAGEFIRING-START procedure is a threshold criterion, e.g. 2D-DIST, and is failing because the variable whose value is < cur rent-value> is beyond the allowed threshold,
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DSTO* AUSTRALIA
AERONAUTICAL AND MARITIME RESEARCH LABORATORY GPO BOX 4331 MELBOURNE VICTORIA 3001 AUSTRALIA, TELEPHONE (03) 9626 7000